I use MODO for modeling and UVing prop assets for game
engine use. Scripts 1-5 improve general usability/UI. 6-7 are a part of my modeling workflow. 8-10 are a part of my UVing workflow. * Eterea Snapping Bar – Cristobal Vila http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=80869 I dock this at the bottom of…
Ok so you will probably want something with an I7 processor. You will probably want to find something with an IPS screen then. I'm not sure if they are common with laptops over 15", and I don't think Sager offers any laptops with IPS screens(though I don't know a whole lot about Sager). A lot of laptops have TN panels for…
I had quite a few technical issues with CS 5.5 and the suite but CC seemed to work pretty well. Here's my first project in the beta, a Remington 870 shotgun. :)
A couple things, first off: Toolbag 2 performance depends entirely on your video card. You've got a 640m, which is mobile version of the 640 and not a particularly fast card. This is most likely the source of your performance woes. Personally I would recommend something as fast as say a 560TI for good performance. I just…
And here we go. I've significantly reduced my model from 1708 tris to 876 tris. I'm mirroring the knob so, thats why it isn't in there. This is my final stuff if there are no further comments or problems and I'll be off to texturing. I'm also using Xoliul shader for previewing my model. Big thanks to Laurens Corijn for…
Hey Ben, You've progressed really well, I think that the main problem with your texturing is the UV layouts, It seems you want to make them too unique, therefore you're loosing Uv space for having too many unnecessary islands. Overlay some your UV islands and save up space. Check out this thread, I think it will be a nice…
@Valandar: sure, i plan on putting more view once i'm done with the low-poly. Day 2: almost done with the low poly modeling still gotta model a bit more tiny details, then its off to unwrap and high poly. tri-count:8795
Thanks @TheKlu ! We're hard at work on something new! This is our first image of what will eventually be a Remington 870 American Classic. Not much to look at yet! But we gotta get the general shape of the key components down first before we start molding it into a real gun.
The tyre tread looks inverted and the quality of the texture looks quite low especially on the lettering. As this is a high poly model you should model the tyre tread (not the text though, improve the image and normal map that). The alloys look pretty good though. The car itself looks ok but the texture needs work. Is this…
> xn suports cone/parallax mapping. Not sure what's an horizon map A horizon map calculates horizon visibility from a pixel in a multitude of directions, it's basically a huge look-up texture. It eats up a lot of ram, which is why it's not used much. But it's perfect for casting well defined shadows from pronounced…