I think you've made some great changes to the proportions. Now, I think you should focus on getting good clean modeling down on this thing. At the moment, your surfaces are warping and bending where they shouldn't be. A tip for catching these mistakes is to model with a shiny surface shader (blinn, phong), so you can see…
I've got an MX-1000, probably not that good a gamer mouse but the laser works on more surfaces than standard optical and since surfaces are the main problem I have at LAN parties that's important to me. Another factor is that it works flawlessly on the surface of a Wacom, for example. Might be a bit laggy and the wireless…
in real life there's no specular. Smooth objects reflect more light in the same direction than rough objects. a layer of water on top of a rough object tends to make the surface more smooth and so it reflects light more readily when its wet. Specular is a quick way of simulating that reflection in computer world. So…
one thing i noticed on the first one that you may want to do differently is tailor the way you present the detail more to how normal maps work, so specifically with the V metal pieces you really dont see much surface in the normal map that isnt directly facing the view, which means since there's very little green and red…
I agree w/ Rick; If the hard surface stuff is fairly mechanical, I'd leave that to poly modeling in Max or Maya. and unless you're going to add organic detail to those elements, I'd just leave that geo out of the import altogether unless you need it for reference. If you're going for organic hard surface stuff, then…
One other thing to consider with specular is that the more specular something is the less diffuse it is. So basically if x amount of light hits a surfaces then some is absorbed, some is reflected as the diffuse component and some is reflected as the specular component. You never get a surface with 100% diffuse and 100%…
For tanks, you prolly got the shit focus from the glare, giving the camera something to focus on. Do manual focus. Try doing it at night and white balance for the lights in the tank. I used three opaque white sheets of plastic (so it's solid) and put that in the tank. WB off that. You should also do shots straight on to…
Hi guys, Everything regarding the scans is absolutely fantastic. Overall I'm happy with it. But since it's feedback time I thought I'd post my issues here as I move forward. (Everybody are welcome to write feedback here as well). 1) There is currently no option to download the surfaces/atlases in other file formats.…
Suppose I'm modeling a house, any simple house. I know that I want to do is to model that house, but the topology of it is what I don't know what I should do. Should I always aim for quads? When is ok to not have quads? Is n-gon always a bad thing? Should I model everything as a single object, many objects or many objects…
I'm new to mapping so excuse me if I've missed something obvious. I've made the letter N and, for the top surface, I want to change its colour and add graphics. To do this I've selected the polygons on that top surface (the ones I want to change colour) and applied an Unwrap UVW to them. I've then made a black and white…