Fucking around with a design for a hallway.
Y/n?!??!?!?
Or maybe something like this instead?
Fucking around with a design for a hallway.
Y/n?!??!?!?
Or maybe something like this instead?
The transitions within the red, circled, areas seems a bit off to me. Especially along the wall where the curvature strikes a direct flat top. On the main-middle part of the ceiling, it seems that that material doesn't necessarily fit in such a direct cut in from the bridging areas connecting it to the side walls. Maybe bevel or inset it a little bit so it adds a border along the sides, but not at the ends. The UV's at the very end of the hallway, where the wall meets the door, are strange. I'm guessing that's because you just created those faces/polygons.
The areas in the very top left of your picture is just a perspective thing. It actually looks like this. I'll see what I can do with the area where the curved walls hit the ceiling though, thanks.
Curved walls? Forerunner? Looks very strange, see below.
It looks pretty spot on. For your next attempt snaf I strongly suggest jumping into zbrush. It will make the whole work flow like 10,000 times easier, truly a remarkable program. Then from there you can take the mesh into 3D Coat and bring the head down to a mid poly level. Awesome sub-d job though
I've got Mudbox, so I'll attempt that firstly. Other than that, I've gotten the base for the helmet done, and I'll probably rework the topology of the skull to have the edges flowing towards the ear, rather than wrapping around the head. I was also considering retopo after sculpt with the graphite tools.
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Last edited by SnaFuBAR; January 27th, 2011 at 07:37 PM.
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