Omg thanks for having taken so much of your time to respond. I wasn't expecting such a response ! Actually I thought no one would ever respond so I kinda stop watching after this thread lol. Yes this is just for baking the low poly... A world without high poly retopo... hum that sounds like an ideal world. So do you…
I believe everything Kot_Leopold is saying and I am American, never been to Russia a day in my life. I've simply looked at the facts that can be verified, and ignore what cannot be verified. inflict3d, why are you attacking Kot instead of addressing his arguments? That alone shows that you aren't actually willing to look…
since no one commented yet, I'll give it a shot :D -not a big fan of the higpoly/wire presentation, the usage of photo's (and the border with the effect on it)+ that military font reminds me of those really old boxes with models that you could assemble. I would personally either make it more neutral, or if you want…
New one on a vaguely similar slant to the falloff script, here's a script which uses the same up/down controller to shrink/grow a selection. Just press the hotkey you assign to the script, then move the mouse up or down to shrink or grow the selection. <font class="small">Code:</font><hr /><pre> macroscript selectionSlider…
okay so what i did here is just follow some of what u created. you bordered the armor in certian places where they connect or end. the collar there for example. the bordure is part of the ornaments. and can be applied on the whole skin for consistency. i suggest to do so. copy elements if u dont come up with them…
Looking pretty good. Here are some things I noticed. - The bulb has a wide but thin fillament, so typically the whole thing would not light up evenly, you'd get a burnt white center and then more clear edges. - The folder up front has damaged/burnt top and bottom but pristine along the border. It would be opposite. The…
If you have more than single smoothing group, every next is making hard edges. And having to deal with every split normals on every border between smoothing groups sounds like a bigger task. In this case every edge where two or more colors meet I will end up with hard edge. There is a way to have smooth groups and at the…
I did my best from just this limited 2 similar views About your question relating normal map : Basically you can have things that are in the material of the cloth itself like cloth bump or some sort of pattern , embroidery , lace trim and so on this is specifically on moving part , on part that doesn't move much or at all…
It is a sad reminder that rather then being concerned with the fact that help is there, poor people in the region are worried that they wont be able to afford their flight out. What kind of screwed up country do we live in where we have completely turned our back on large parts of the population? Wanna play the blame game?…
do's:* try to hide UV-seams (i.e hard edges, convex corners, hidden spots,...) * keep things normalized (same pixel density = texel space for all UV shells) * lineup edges or faces if they are close to 90° angles, so pixel borders better loop and connect * keep padding space in mind for Mip Mapping issues (because textures…