There's still nothing stopping it from falling flat on its face. It may actually be a flaw in the design of the original model. It's a bit hard to tell from the angle it's shot from.
I odn't know how important the +/- are for your battery to glow properly and with what level of fidelity you want them to glow - do you want lots of fake 'cast' light on the area next to it, or do you want the +/- to be clear? If it's the latter, consider modeling them and floating them above slightly, and giving them a…
What you're saying is not true. You will find that if you export an MD5mesh (with 1 smoothing group over the whole mesh in 3dsmax), and then apply a flat grey material (no normalmap or special parameters, just a diffuse/spec pass), the mesh will be perfectly smooth. The difference arises if you use "unsmoothedTangents" in…
Woah, so many entries this month! Amazing to see everyone's takes on the concepts! Thank you! Great work! My only advice would be for the grunge. You have a fair bit of grunge in the concave sections of the light housing and underside, but this is juxtaposed by the rather clean flat and convex surfaces. Perhaps evening…
I tend to agree with Dado Almeida: I'm not sure why posemaniacs is so popular. Fairly flat 3d model floating in space with its insides on the outside? Not sure how helpful that can be.
the eyes on the head are way too large. also some parts on your body are way too defined, while others that should be defined show no definition. i suggest you take a look at human fat deposit locations. for example the the line between the gluteus and the external oblique (where they attach to the ilium) is almost never…
The handle (the one the triggerguard connects to) isn't round like you have made it, it's actually flat on the sides. Besides this small flaw the model seems accurate enough, good work.
is it high though? for a basic, flat wall texture in an FPS at 4k >= 2048/m is where you need to be sitting if you want anything close to texel/pixel parity. Not that I'd be using a basic, flat wall texture in an FPS at 4k - we have programmable shaders for a reason.
It really depends on how you built it? I suggest modeling a flat piece of high poly tire tread that tiles, copy it a few times in a flat straight row. Do the same for a low poly tile. You can then unwrap it while its still flat or unwrap just one of the tiles before you copy and save yourself some UV space its up to you.…
Yeah more flags more light like torches or lightning posts or something like that that sand is too flat raise it on some area, add some chains , but cool scene great job bud