I saw it done very nicely in a Lightwave DVD some time ago. http://www.thegnomonworkshop.com/store/product/339/The-Secrets-of-Organic-Modeling It seems like Lightwave has a very simple tool letting one add geometry just where needed. Iirc it wasnt something max has, but it was easy to replicate (forgot the exact topology).…
I never added that one here. but maybe it could help some? It was an attempt for someone to create a detailled military box from... a box (=cube )... :) This is not really original work but it could help some to understand how to delete some polygons with "good" diffuse and some other shader?…
Hey. Contrary to my plan, I took up a slightly larger project. I've been making a subd model of a Gibson ES-335 Trini Lopez guitar for a while now. Modeling stage is getting there little by little, here is a progress shots. If anyone has tips or opinions on the topology of the guitar body or for working with a shape like…
http://www.indiedb.com/games/werewolf-vampire-angel-or-demon/images/character-concept#imagebox I doubt that Dave Rapoza is working for them...? http://www.gameartisans.org/forums/showthread.php?t=3343&page=2 Post 30 Also http://www.indiedb.com/games/werewolf-vampire-angel-or-demon/images/character-concept1#imagebox…
the problem with the plant arent the leaves (leaves look good) but the vases looks very high poly. hard to say without a wireframe but thats where i'd start optimizing. 3300 tris is definately too much for a propr like that. also the stones dont need to be seperate 3d meshes, you can just have a slightly displaced plane…
shipped the second tiny weapon in collabo with vayne, if u like our work plz drop us a vote :) <3 http://steamcommunity.com/sharedfiles/filedetails/?id=337371167