Solved Hi guys. Sorry if this is a very common error, but i searched the forums and found nothing. My normal map is coming out Blue and Yellow in Xnormal. I scaled both Hi and Low to 5, since I was getting the "small model" warning. I ran the "Ray Distance Calculator" and copied the max/min values. Using Anti-aliasing 2x…
I may repeat some of the things Mark Dygert said, sorry, he pointed out a lot of the modeling flaws but I have to comment because I love Mustangs. Front end wise- the front bumper is too boxy its much more oval along with the lower bumper support pieces The front valance piece the one below the front bumper is a seperate…
Vig I hate booleans in general since they always do something odd. I have tried the pro booleans at one point but I just seem to get nicer results doing it by hand, which can be very time consuming. It would be nice if it just worked though and not have to clean things up after you use them. Most of what I posted falls…
I'm having a problem in ver 3.16.12.41921 When I bake my normals, two pieces of the mesh have an artifact in the normal map, which looks like low poly geom clipping through it. The hi res mesh does not have any intersecting geom like this, since it's exploded for baking. I've tried unhiding all geom, still nothing. After…
If you are a 3DS user then one thing that helped me improve my modeling was finally breaking down and studying and trying out every last tool for each of the sub-objects in the Edit Poly modifier. I got tired of scrolling past a bunch of stuff I didn't know anything about and only sticking with extrude, bevel, inset,…
Wooow this looks great!! It's good you're planning out so much and it looks like you really enjoy churning out concepts, but be wary of your time constraints. Deadlines have an annoying tendency to creep up on you out of nowhere. :P Wouldn't hurt to make a timeline and plan out what you want to have done each week until…
I'd say the head on the biped needs something to focus on, right now it's sort of a big blob without any sort of emotional depth. If it had more of a sense of malice in the eyes perhaps. It's obviously larger than a human, so perhaps a bit of hunching over when it's fully modeled. Currently the torso is excellent, the…
I might push things brighter on the sword near the top, cause if it's made of metal I feel like it'd be much lighter that close to the top down light. You've an area or two on the blade that seem to be brighter than the top despite being much lower down, this kind of throws me off a little and I think pumping up the…
Honestly, I think you aught to get rid of the multiple layers of fabric. It's okay to have the overcoat as separate geometry because that might be animated to open or flap a bit, but the skin/shirt/waistcoat will always be stuck together. The way you currently have it is -very- prone to geoclipping and z-fighting, plus it…
What I mean is that Doom 3 environments (the most typical techbase ones) are built from prefabricated pieces, elements, of metal or concrete. Such as floor plates, or wall panels. A lot of these are quadratic or rectangular, because Doom 3 used tiling textures (well, materials) with sizes such as 512x512 or 512x256. So if…