The reason you're having trouble with the gull wing is because you're trying to use non-manifold geometry. The better solution is to detach the 2D plane from the wing completely and attach it as floating geometry, even have it intersect with the 3D portion of the wing a bit so no holes show up in animation. So long as you…
So...I decided to make a kind of landing platform for the machine...the first try was an utter failure...somehow I didn't realize during modeling/texturing that it didn't fit the helicopter at all... (if you're kinda masochist, you can see it here :D) I scrapped it and started all over...so here are some shots from the…
If you definitely have a material on them and they aren't hidden on a layer, could they be in a group that is in the layer (while the objects themselves aren't)? Failing that, when you select one of the objects, does the channel box have '-1.#IO' in any of the fields? Its a floating point error. I had that a couple of…
nice start, but not there yet, capturing someone else or someone elses work is always a challenge. i'd say the jaw is a little to boxy compared to the original, it's not that thick agree on the eyes with pior and i also think that eyes and mouth could get a little update especially when it goes to clean forms try as less…
I think it's not quite working and it's because you haven't found a way to reconcile the hyper realism of the head and chest with the chunky WoW styled armor. I think the high poly head is terrific and you should try to bring everything else up to that level of detail, even if you have to take some artistic liberties with…
i wouldnt make this prop like you have (you could get alot more resoloution and variation by using several differet textures that are tiled. -main side texture - end texture 512x256 - trim texture 512x64 - metal detail texture 128x256 - decals texture (applied either as floating polys or as a layered shader)256* that would…
That sounds like it may be your problem. The surface topology of subdiv 5 may be too similar to your highest subdiv. Try baking to a lower subdiv (try sDiv 1 or 2) to see if your normal map gets any details baked to it. I assume it will... If that's the case, then the curvature you want to retain from subdiv 5 will have to…
Correct me if I am wrong but I do remember seeing in the source engine options menue (TF2 and HL2) the option to enable HDR lighting. Having this option avaible would require the game to make use of a 32-bit floating decimal point for the HDR render target. So this means that the material system of the source engine has…
Haw~ how embarrassing. I always get the resolutions wrong, I usually keep a calculator on stand by to compensate for my horrible, horrible math while tired. Thanks for the reply man! I was -well- under that polycount, which is good as I find it much easier to add polygons rather than take them away. I had a couple of…
Some work on the old station. I really wanted to show the idea that you could look out of the windows and see these jellyfish/manta ray/aliens floating around the station. Push the atmosphere as much as possible. I will probably follow it up with an interior of the same station. I agree about showing more of the actual…