Theres a HUGE problem with this, that it looks like you haven't thought of. Is this a low poly? I'm guessing not, but if it was its far too high. I'm guessing not however, but in that case... Is this a high poly? Its far too low! You have sharp angles and right angles everywhere, these simply will not work well when it…
I started out in Rhino, and while I think it's better for production / rapid prototyping, I can't see how a mesh from that program could possibly be better than a poly mesh with proper topology for animation or even stills - when converted to a mesh, many edges in Rhino end up awkward and with a jagged look - or extremely…
Grilled Sandwich: 1/4 cup ground beef or roast chicken 2 slices cheese (i use 2-year old cheddar or extra sharp tiliamook chedder) 1/4 cup chopped onions 1 tsp garlic (Paste or chopped. I prefer the paste) 2-3 slices of tomatoes 2-3 stems of coriander/cilantro 1/2 unseeded jalape
Read that article again :P Its 81% drop from first to second week sales, which is pretty normal for anticipated titles with tons of preorders. Most titles7sequels have a huge dropoff from first to second week. "Despite the sharp decline, second week Call of Duty sales are up by 15% on last year's Modern Warfare 3. " so..…
The actual normal map is just fine. I inverted the green channel since that seems to fix most of my orientation problems that I had with other programs. I just used a very high setting to show the tiling issue a little bit easier. If you set the mode to chisel soft, it does remove some of the edge problems but not all of…
Looks great, glad you're actually going to finish it, unlike a lot of other dreadnought threads. The arm is kind of disappointing compared to all the detail on the torso, it just looks like a big smoothed pyramid. I would try to define some better big shapes, break it into 2-3 pieces that are joined together, specifically…
@Perfectblue I used 3ds max 2010 @sltrOlsson now that you say that it does look like plastic, I'll try and work on that. Do you think that it might be that I made the specular highlights too sharp? or just not enough variation in lights and darks? as for the direction here is what I'm trying to achieve @nordahl154 Thanks…
I think the smoothing has some problems (did u bake normals from hipoly?), speculars are waaaay to sharp, decrease gloss value and spec value aswell (id suggest turning down spec to almost 0 and keeping most of spec in fresnel). Bolts looks imo quite huge, making the apc to look like a small toy. Also i would decrease…
Can we see the texture maps? I think you made something too complicated for the limits you were given. Also it depends on what's the style of games the studio you tested at. Truck tail gate, cool idea, way to rusted and noisy. Spikes look like random sharp pieces of black metal, kinda boring. Axels look weird, but the…
Your right about the fireplace, though I dont really know what to do make it more detailed...I just added a fireplace screen (which will be alpha mapped) and a few more chamfers to get rid of the sharpness. Any ideas? And no Im building this from a blueprint I had to make first. here it is. (its not super accurate) however…