The grip could use some more work. The front of the grip should be smoother, and both the grip safety and the rear of the grip seem too thick. The base of the magazine also extends a bit farther beyond the grip. I don't care for the color of the grips, nor for the lighter area on them. The screws are also typically inset…
So a high to low process involves building your high poly mesh (dense mesh) whether it be through zbrush or another program. Then once you have that finished you want to retopologise it, which is essentially creating an entirely new mesh using your high poly as a reference. The key here is to maintain enough detail in the…
I daisy chained some commands together into a script that MIGHT help with automate the manual process a bit. It isn't anything too complex and there might be better, more advanced ways to generate the needed topology but this should get close to the same results you're getting manually. When executed it does the following:…
No problem, here is an image illustrating the part about loop rotation Simply add another channel in photoshop (alpha channel) with 100% white on the areas you want to show and 100% black with areas you want to not show > save the image as *.png for instance since it supports alpha mapping > go to attribute editor in maya…
This might be of help: http://www.andyzibits.com/tut_low_poly_trees.html http://forums.cgsociety.org/showthread.php?t=356544&highlight=tree+lowpoly Here is another one: http://www.3dlessons.com/tutorials/Creating-low-poly-foliage-47883.html Also one tip is to make sure and make things darker towards the inside and lighter…
What kind of game would you put that Building into ? The texturing and ground floor design is impressingly boring and plain for an FPS or 3th person game. It would work for a classic top-down game (RTS or something like Freedom Force with a more realistic look) but then it's missing the details where you'd see them more,…
Hello again! I wanted to share my latest project Ive been working on. A little background: I play/run tabletop roleplaying games, and there is one of my favourite - Mothership. Its about space horror sci-fi style stories. We have four character classes to play, and this is one of them - Teamster (tech, support, engineer).…
Hi guys, may I have some help with the ice part of my wolf shield? I'm currently at high-poly stage and doing the major details. I'm going to fix the clashing of polygons later between shield and ice, but for now, the major shapes of the left half of the ice looks messy to me and too detailed (like when I zoom out), like…
See that little bit of a polygon hanging out in the gray area for your brick texture? That's what the seam is. It's wrapping around to the other side in the middle of a polygon. Your texture isn't perfectly tileable. If it were, there would be no seam there as the edges of the texture would match up. I never used Quixel so…
Thanks guys! Scythe: Thanks for this man! Yeah!!! thats the plan pretty much a curved plane, with a few other pieces each to be individually controlled like the iris and pupil etc. Mask_Salesman: Haha thanks man, yeah I didnt do any work to the limbs beyond transposing them into shape :P Purely an exercise, and I didnt…