Fomori, yeah, I just sculpted those as a test, to set a target I'll try to achieve now in the low poly. I'll have to watch some videos on facial rigging for cartoon characters to get the most of my mesh though, don't have much experience there. Also, some wireframe shots and UVs.
NICE! Leaps and bounds each time you post! I am really starting to get a sense of the material the pants are made out of. It looks like a thick kind of plastic or canvas. Really good stuff. Glad to see the detail level actually goes up when you shut off the wireframe =)
Awesome thank for the crit. I will post wireframes, tri-count, textures, and all that good stuff in a couple hours when I get home from work. Then shortly after I will add to the texture:) Would you suggest that I add an additional normal map to give the rust areas more depth?
Hey man it looks really good so far. I'm glad to see another maya user giving this a stab. I'm really curious about your render setup....mind sharing secrets? And check this out http://mayastation.typepad.com/maya-station/2009/10/smooth-wireframe-rendering.html :) hope that helps
In general, Bitmap reload only updates the internal bitmap caches when the external file has changed... The best method i use for this is toggling of the viewport display of that material, switch to wireframe/and back to shaded mode, reenable material display in the material editor. Works for me most of the time, no need…
When they say low poly, you need to ask them what the triangle count should be. Otherwise you're shooting in the dark (so to speak). Take a look around the forums, there are many examples of revolver gun models to look at, including wireframes. Should give you an idea of how to improve your model.
Hi folks. in 3ds max 2011 when I set the transparancy to 'none' and the viewport to smooth+highlights+edged faces+hardware I can't see the wireframes anymore. They show up fine with simple or best transparency though, only transparency doesnt work right then. Would anyone know how to fix that?
Thanks again for the suggestions. I think you might be right about the fire escape floor texture. The windows of the building on the right, they are supposed to be horizontal frames on them. I agree the windows in general need a bit more work, I could experiment a bit more with the reflection on them. Here's a wireframe in…
I would like to see some wireframe on that. Also one thing that should be incorporated better is the R2D2, right now it looks like he sticks to much out, also the edges arround him should be tighter. But nice highpoly, some smoothing errors here and there but nothing to serious, should be easy to fix.
pixelb, thank you very much. Ok cool, yeah i thought i'd mix it up and try a different matcap. I think I will re do the wireframe is its more flat frontal. Thanks, I feel like the paintover is still a big reason for the improvements so thanks again for that.