Your edge flow looks alright. From what I can see you are on the right track. What you could do, it is a bit more time consuming but more accurate, is modeling the part separate. Iron Man is an assembles suit where pieces lay over one another. The hard part about it is separating the right parts. Of course Marvel comics…
This is the likely culprit, from what I see here for the center seam at the very least. Proper workflow for baking mirrored stuff: 1. Make sure the entire mesh is there, do not delete half the model and then mirror later 2. Simply offset one side of the uvs exactly 1 unit in the UV view, so they are outside 0-1, this will…
Oops I assumed the first render was the source model. I don't know if this helps, but this old comment from Chris Subagio might provide a clue why the viewport shader is different than the scanline one: [ QUOTE ] The vertex position, normal, color and UVs arrays in Max don't correspond 1 to 1. Each is stored as a flat…
Hey guys, I have just finished building my game in UDK and I have fallen at the very last hurdle. My game works fine in the editor mode but crashes in the packaged version? Upon launch I can play level 1 (aka my GFX movie) no problem, but when I go to launch level 2 (my udk level) it crashes with the 'BUILT with UDK has…
I’ve reached the appropriate point to put this project on the backburner for a while. All the assets are unwrapped and baked, and are in Substance Painter. When I return to this, the only program I should have to open is SP, and I can start painting immediately. The screenshots below show how I’ve split the meshes into…
Hey, I was wonder how other artists work when translating a 2D stylized character concept drawn from one angle into 3D. Specifically matching the 2D silhouette and making sure the 3D looks good from all angles. Do you overlay the concept first and set up a camera in zbrush that matches and check it constantly during…
Not that I know of in 3DC...I suppose you could in Mudbox as its done on a categorical layering system, e.g: Diffuse layer 2 layer 1 Specular layer 1 You could just copy a layer from the diffuse and paste that as a seperate layer into the spec or gloss category, although I haven't tested it I just remember the UI from a…
uhm, yeah, some hardsurface practice didnt use a ref, but after i finished i realized it reminds me like something ive seen somewhere. maybe from racer however this is the first tile from 3 which will be layed down in a control tower [inspired by ghost in the shell ] iam going to upload the concept tomorrow notice to…
Lon live the bagpipers, nope I have neither seen one of those but their good from the look sof it. Silence is important very sensitive information. Me I know many stories of the jesuit order but know they are not from G-d but masonic order for power and money. I'm still finishing season 1 and 2 of david still in season 1.…
If you dont care about the stack, you can also apply the unwrap modifier on your object selection and change the map channel from 1 to to 2. If you don't "reset UWs", the uvs are just copied from channel 1 to 2. Then, just collapse, to "save" the uvs. renderhjs script is certainly a cleaner way to do it though. edit: ah FU…