Ok there appears to be some confusion on both sides because I'd initially thought you're already defining secondary shapes whereas now seems as if you've begun this model using a dense high poly grid, instead of following a conventional polygonal workflow regardless of whether your end goal is either creating a game asset…
Hard surface for the hard surface god! This is my go at my all time favorite Melta-Gun, from the 40K Universe. The High Poly is more or less done. I'll work a little bit more on the detailing, before I move on to retopo. I'm trying to come up with ideas for the details on the top of the gun, but nothing comes to mind. Any…
Hi there, i want to know if i can use forces from speedtree directly in ue4. in my case i want to know exactly: in speedtree i can load meshes in to let the roots crawl above the surface of these meshes (rocks for example). can i use this gravity function of the roots use directly in ue4? is it possible to let the roots…
New project, the Professor. Got no concept for this one, but my goal is to create a "Mad Professer"-character with some hard-surface stuff to broaden my skillset. Please post feedback if you got any, I'm here to learn :> This is my progress so far: Obviously still alot to do. Next up is to keep working on some of the…
At the moment, the palette feels a bit muddled; light gray & sky blue don't really go with black & gold. If you're going for bright, gilded surfaces, then look at Eastern churches - especially Russian - rather than western ones. Western cathedrals tended to have rather drab surfaces with ornate stone work; the only color…
better but the shadows are still rather heavy, like there seems to be no light reflected off surfaces onto other surfaces. Also make your text a more subtle grey because it just catches the eye too much and makes the environment look worse. Its a great environment, certainly as cool if not better than what I saw in deus ex.
With hard surface stuff, I highly recommend that you use a dark grey material with a high spec value. GI only renders can hide surface imperfections that will become apparent when baking the normal map and creating the high spec material and in general GI only renders make models hard to critique beyond mis-matches to the…
My God. I think they've done it. And it's beautiful. http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/index.html?url=files/GUID-AA81EA1A-B4E1-4B47-B3AE-7C4AD62E24FF.htm,topicNumber=d30e3789,hash=GUID-F10EB01A-C1B8-422F-AE10-5AC53854C9EE Navigate: Modeling > Surface Modeling > Editable Poly Surface > Editable Poly…
Small update: I tried using Reduce, but because some of the flat surfaces are connected to non-flat surfaces, I get some bad results: Is there a plug-in or script or function that JUST reduces/combines the flat or square vertices? So I don't get this kind of bad result, where 10 non-flat edges lead to the same vertex?
I do not think its much scratching off paint, but overall aging and coloration of the surface itself. If you scratch away that perma-grime layer on the surface of something, the clean underlying metal will show through and so forth. But yes, I agree that scratching every single edge is totally overkill and gives it a much…