OMG I LOVE THE MOVE TOOL!! It depends on what you're doing, but the snap/pivot edit mode (d key) is awesome and incredibly useful, particularly in hard surface or architecture stuff. The ctrl, shift and ctrl+shift keys change in this context too. For example if you have a set of verts you need to move along some weird…
Some of those edges are leftovers from before i applied the mirror, and forgot to remove. And other edges are there because I wanted the UV- shells to be separated for different materials, etc. but alot of what you marked as unnecessary are edgeloops that are important to the over all shape. Like the lower part of the…
One other thing to think is when baking down normals, exaggeration is better. Really define those edges of the armor. If you want to stick with doing everything in zbrush you can go back over those edges slowly with the Dam Standard Brush in Zadd. You will probably have to take trim dynamic to them as well to get the nice…
If you're baking from a high poly model then the shading won't matter, the normals that are causing the light to be calculated that way will be replaced. If you are doing just diffuse work, you might want to add a few edges to contain the shading or make them hard edges. But be careful because hard edges add more verts to…
Well, they're two different meshes. One is a straight road section, while the other is a crossroad intersection. Perhaps zooming out will help -- see below. All I'm wondering is how to line up details across modular pieces -- I think your "add an edge" might be the solution on this one (because I can edge paint in SP),…
As far as that edge goes, you're never going to get that to line up perfectly unless you add more polys around the edge of the lowpoly. The process of normal mapping is exactly like trying to fit a round peg into a square hole - sometimes it just doesn't work, especially around chunky low poly edges. You might want to try…
It does subdivide while holding the shape. Great for hard surface. For organics here is something I have been experimenting with. Take a model select all edges then crease em. Sub D a couple times or even just 1 it takes some experimenting. Then refine the mesh. It will add more edges to your framework and still hold the…
As a whole they are an impressive amount of work! Anyone who can bang out this many props in a short amount of time deserves a pat on the back, considering most people work on a mailbox for weeks/months and they don't look nearly this good =) Crits: (don't be scared by the amount of text, they are all tiny and aimed at…
The model is really nice, but the texturing and lighting could use some refinemend. Especially edge wear and dirt. For example painted metal edge wear is usually fairly hard edged, without gradients or semi transparent parts, since the paint flakes off. and i would look into the wear distribution, it looks very even right…
Hey guys, I'm just wondering how you can move the pivot point in Max to an edge or vertex whilst having an edge or number of vertices selected. Used Maya for about 6/7 years now and the way to do it in that is to hold 'D' and 'V' to snap to vertices. Just wondered if there's an equivalent in Max? I've seen on YouTube that…