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VECTOR

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Everything posted by VECTOR

  1. Probably more likely he'll bite you tbh! 😂
  2. ha you might get a wheel out of me at this point 😉
  3. Thanks brother, this one caused me insane amounts of stress XD
  4. yea i know the episode you mean, it's always a challenge to adapt 2d characters to 3d. Alot of what works in 2D doesn't always translate to a 3 dimensional space very well, still some tweaking to be done for sure but it's moving in the right direction. moving between several projects at the moment. I get bored ridiculously easy, so doing little bits here and there on different stuff defitely makes it more enjoyable 🙂 currently doing a re=render of the banana with some nice buttery smooth new materials so i'll be sharing that shortly 😄
  5. Still refining Homie, starting to get there .
  6. Balance restored! gonna drop a hammy update later, nice bit of detail added to his clothing but for now, i made his blade today XD
  7. HA! thanks man. think I'm gonna give him a samurai sword XD make him a cheap kill bill knock off in a yellow adidas tracksuit instead of a biker suit XD
  8. Clay render to come! ( ran out of time this morning, plus I have way too many threads going to make another ! 😂) sort of have an idea where I'm going with this. Updates to come VID_121720903_015412_405.mp4
  9. VECTOR

    Final

    From the album: Star wars

  10. Nooo not for ages man. I use redshift:D
  11. Hail the Empire! fun little render of my Tie Interceptor model 😄 (open in a new window for full size 😄 )
  12. wohoo congrats @Igor
  13. Never! Not unless you're fond of disintegration via giant laser beam! Execute triangles,ngons and complex poles with extreme prejudice! Jokes aside it comes down to prefrence and practicality. Leaving a triangle, ngon or complex pole in a mesh that doesn't require subdivision ( in that case, evenly sized and distributed quads are king) is not going to make or break anything especially on a flat surface. Now as personal preference and modelling etiquette I model Purley with quads, whether modelling organic or hardsurface. Mainly this is due to using subdivision surface modelling techniques for all disciplines, as opposed to manually bevelling etc. They'll be times where you're on a short deadline and just need to get the model done and sent off, or it's something the client is never going to see, and you're just delivering a final render etc. These occasions an argument could be made that Purley quad geometry isn't required if the end result comes out the same. For me personally topology is a fascinating puzzle so I'll always model in quads. Something about a clean flowing quad mesh that really catches the eye. Are pure quads always 100 percent required? No. Is it good practice to do so? CERTAINLY. V
  14. indeed! you've inspired me to reopen that interceptor file and do some 5k renders of it XD
  15. VECTOR

    Ellie 3.0

    Thanks Wolf, she's coming together now for sure!
  16. Deal. Looking at kits on the Internet. Nothing like having a real life model of it in front of you to work off of.
  17. VECTOR

    Ellie 3.0

    Not sure man, I was gonna manually pose her but for what I have in mind that might be a good idea
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