ok so what you want me to do is attach the two triangle meshes to make a new mesh and then attach the bottom meshes to make a seperate mesh? i have one triangle and one bottom piece and they are just mirrored in the editor. the uv's,so you took the two triangle shaped uv's in the image above and just dragged them down to…
So I've got two sun's in my skybox... but not on purpose and not in the way you already posted a fix for. I set it up just like you did in the tutorial and from a certain angle it looks fine. Upon further inspection, though I notice that there is another bright spot right at the top of my sphere where the uv's come…
Hey everybody, Will be having lots of updates in the next few days, this project is due on Tuesday. Time to hit the grind on textures!!! Here's what little work I was able to get done today, a first pass on the diffuse, specular and gloss maps for the floor pieces. I fixed the Normals on the walkways to make it feel like…
For high poly I almost never use Bevel unless it is to create a filleted corner. Beveling becomes messy very quickly (especially in Maya) and I generally do not like losing my corners whilst modeling with smooth preview. I almost always use support edges but there have been instances here and there where I will use the…
I'd say that the larger forms (contours) of the head are incomplete. Take your sculpt down by one or two levels and you'll see what I mean. The bridge of the nose is never that straight. The nose itself needs to be separated out into the three masses that forms it - the two nasal wings and the nubbin in the center. The…
I’m very happy to share with you this finished sculpt, my first fanart collectible figure. It started as an anatomy excercise which later turned into my own version of Brian Pulido’s Lady Death. It’s very special to me as this is my first time for lots of things: First time sculpting a semirealistic figure, first time…
In terms of the model it looks like you
got some pinching around some of the edges. Buttom part of mag looks
like it doesn't align with the frame, but it's hard to tell at that
angle. Rear sight looks a little bit of from the real one, unless
it's a custom one. They also look very sharp too. Textures could really use more…
https://www.youtube.com/watch?v=qzRgV2dHKmo On this video around 27:30 Arrimus uses the so called Double smooth technique (two turbosmooth modifiers, one set to respect the smoothing groups and the other not) so you quickly and accurate give a bit of rounding to your edges which otherwise will look too sharp with the…
Natural environments, especially caves are hard to UV well, myself? If the engine supports it (UDK) I usually resort to blended textures with different UV maps. So I map one rock texture as best as i can but producing some seams. Then I start up a new UV set and do the same but so that I cover all my previous seams and…
Thanks folks! @Joshflighter: Yeah Oblivion is one of my main inspiration. Basically my station is a further development of their small station. @fearian: Agreed. I need to round up some big angles especially on the main building. On the other hand I don't want to make it too much refined, I want to keep this industrial…