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Messages - K-Hubbard
1
« on: February 23, 2016, 12:49:29 pm »
I'm sorry but in Maya 2014 this isn't something that can be skipped so easily, you just have to put in the time. I can't speak for later versions of Maya though.
2
« on: February 23, 2016, 12:47:18 pm »
For the first years, on Friday I'm pretty Sure.
3
« on: January 02, 2016, 01:57:01 pm »
http://xy-zbrush.blogspot.com/I'm going to be doing a sculpt everyday for this year. I would love it for you guys to keep me accountable. Here's to 2016
4
« on: December 15, 2015, 12:38:40 pm »
Hey Guys, MediBang Paint has been having a really cool art contest with a bunch of really chill prizes, up to $1000 in value. The contest ends January 4th of next year and is focused on the re-imagining of cover art for famous novels of the past, such as War and Peace, The Swiss Family Robinson and Oliver Twist. https://medibang.com/cover/en/?ads=005There is no limit to the number of submissions you make. I know a lot of you have the potential to win it big, so don't hesitate. Good Luck!!
5
« on: December 15, 2015, 11:17:24 am »
Love the colors, very anime, bro. That little bunny logo is just perfect for this character. There are a few things that haven't really translated from the reference, especially regarding the proportions of the model. On your reference she seems a little more adult, yet on your model she's got the proportions of a malnourished little girl. Nice work Matt.
6
« on: December 11, 2015, 04:00:02 pm »
This is a fantastic piece, i love the way you did the tentacles here, especially after watching you struggle with them for so long, its nice to see a win. You used the flat shader for these pics, which to me is kind of a shame because the images lose a lot of depth, its the flat shader after all.  Im also a little curious as to where your "low res" model is?
7
« on: December 11, 2015, 03:52:41 pm »
Thanks man, yeah, I was just putting together that little style sheet when I noticed I completely missed coloring the nose. I honestly had time to fix it, but just decided not to, cause laziness. And thanks for that tip about the muscle, that sounds cool, I've got another idea thats kind of similar to this so ill definately keep it in mind.
There's no such thing as perfect, and its certainly not this, I've got a long way to go. We all do, really.
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« on: December 11, 2015, 10:28:21 am »
I Was going for a sort of Semi Mechanical, Un-dead Cerberus, and I'm relatively happy with how this turned out. I managed to stay under my arbitrarily self assigned poly count limit of 24,000 clocking in at around 22,200 faces. What do you Think?
10
« on: December 11, 2015, 02:43:49 am »
Nice work, Nick. I'm particularly fond of the way you've distressed the areas around the door and window areas. However there's not really any detail separating the door from the rest of the form. I would really like to see a wire-frame of this as you haven't provided one here or in the gallery link. Awesome work and way to get it in early!
11
« on: December 10, 2015, 01:03:26 pm »
Nice, ya'know, with these links there's nothing stopping you from embedding them by putting those links between the image tags.
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« on: December 07, 2015, 02:31:17 pm »
Hey, if you wanted something more specific, i could tell you to fix your attitude, but i don't think that works.
14
« on: November 25, 2015, 12:01:11 pm »
3d-Coat is a great program for sure, and I know I brought this up in class but ill put it here for everyone to see http://www.pullin-shapes.co.uk/page8.htmAnd, Rum0r, don't sweat it, we're all sort of new here.
15
« on: November 19, 2015, 12:32:02 pm »
Yeah, this is a simple fix, There are two ways to move the control point in Maya, this can be accomplished by pressing and holding either the D, or INSERT keys and then moving the control point to where you want it.
Holding V while moving will also allow the point to "Snap" to the nearest vertex.
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