I'm trying to make a shovel with broken edges. heres a pic as you can see from the reference pic behind the model, there are some pointy and curvy parts to the model. i want to know how to create these parts of the model from the base mesh (in this case, a cylinder and cube) without having ugly smoothing/topology. in this…
Hi gang! I'm having issues with xnormal. I've been googling but have'nt been able to find a similar problem. I'm making a piece of robotics thats gonna be attached to a skull. The skull is done but I'm having issues with baking the normals for the mech-part in xnormal. The image below displays a part of the mech that I'm…
Hi guys, I've been following this tutorial to rig a tank: http://joleanes.com/tutorials/tank-rig/tank-rig_01.php I've got to page 5, the "CREATING AXLES" part..the last paragraph. This paragraph, I create a new helper and add an orientation constraint causing this helper to spin with the axles. Now, I link the frame (the…
Hey man, thanks, I really appreciate the feedback! Clothing has always been really hard for me to render, especially pushing those folds and not being afraid to add a lot of contrast with them. The first two characters were commissions and based off other peoples' characters, so I was following references with the boots,…
It really depends on what degree you want to achieve. 8000 Words sounds like bachelors degree which is easy to achieve if you´ve already written some papers around 20 or 30 pages. For a bachelors-degree you would need to do a bit of research. For a masters-degree the research part would need to be bigger. But it really…
You have pretty good stuff. Just two big things I have to say. - It's insanely long. I know it's a first pass and all but you have to trim it down to the 2 min mark. There are tons of effects that are too similar. For example the fountains, pick one to show cut the rest, they are very similar. - Second, I would add text on…
Hey guys, I know for mobile you want 256 x 256 textures and stuff, and polycounts should be really low, but for modern PC games like Battlefield I have no clue what texture sizes and triangle counts are best. I am part of a community game project and I will most likely be doing some of the art assets. It will be done in…
That website is awesome party like its 2000! It grabs some of your funky lovelies http://web.archive.org/web/20000815070639/www.planetquake.com/polycount/ http://web.archive.org/web/20071221212644/qbranch.cottages.polycount.com/tutorials/cloth/part1.shtml Good stuff never ages ;-)
I like it overall. I think this comes down to personality, but three quick changes. 1. I would take out the part about the bagpipes and boxing match announcer. 2. The opening sentence of the next paragraph is weird. It just needs to be re-written. 3. The paragraph about the games uses a lot of words but doesn't seem to say…
1. The hilt is pretty interesting, but it doesn't seem to make much sense overall. Why would the part sticking up past the blade on the top on the flat side? The hand gaurd is looking really thin and flimsy. The transition from blade to hilt could use some work. 2. As 16-bit said, when you overlap uvs, but need to bake the…