Super nice! You sir, are a master of wrinkles... wherever there is cloth.. viv is there, making sure it flows majestically as if it was guided by tiny wrinkle spirit fingers (that is how cloth works in real life right?). ... which makes me wonder, you even nicely treated the elbow but the face looks so smooth! There's…
It could be any number of things really; I'm very new to modelling in general. I think maybe I'm too neat because I like all my vertices to be merged and tidy causing manifold errors. In any case, I'll keep bashing my head against it. Maybe a 'Sculpting an organic shape using Sculptris+Blender tutorial', would be a good…
Well this was the reason from my thread :( How to get the proportion right, a technique i came to learn is to compare 1 object from the picture in relation whit another near it and identify an legacy object where i know it's real dimensions (ex. the seat - the length of a body) .. 1. I modeled at the fuel tank a few hour's…
Hey floon the 2 characters look awesome (I really like the style of both). For what concerns the wooden structure I agree with pixelpatron: the are where the top and the vertical beam connect doesn't look "belivable". I took the liberty to do a quick paintover to give you some ideas about how to fix it. You could fix that…
I'm not sure what you mean by that. If you're just looking to flatten the whole thing a bit, there's a Smooth option under Mesh->Vertices->Smooth for 2.49 and under Mesh->Vertices->Smooth Vertex in 2.5 This is very vague. What part exactly do you want to know? Correct. But selecting everything (A), and using Ctrl+T or…
2. The default is P. You can either select the edges (or multiple sets of edges, it'll create a poly for each) or if you select some vertices in order and it'll create a polygon on those verts. 3. Not sure what you mean... move the vertices/polygons to 0,0,0 (there isn't a hotkey but in the basic tab on the right, Center…
This is actually not true for tangent-space normalmaps. As the name suggests tangent space is "tangential" to the geometry, but that orientation must come from somewhere. The vectors required for tangent space with which the normalmap vectors are then "rotated" into proper orientation, are coming from vertex interpolation,…
BetelGeist No, mirroring UVs does not automatically cause artifacts. In fact, it can even help you get rid of seams! Pic related, there are 4 mirror seams in this picture. Can you spot them all? GreasyMnky I've tried something new on this project, which is making my UV edges nearly square. This allows me to draw lines that…
Hey everyone. So I started over with the Fire Hydrant and tried to follow all suggestions as good as I can and did some research. I believe this model is better than the first one but let's see what the fellow people say! :D Let me share some screenshots. Screenshots: #1.Mesh for testing smoothing #2.Mesh with smooth…
(shrug) It's quite true that painting a model like this will be difficult with most of the major pieces at angles. But a map this complex was going to be very difficult to paint anyway. And this appears to be an texture map for an airplane model. A model like that is going to have a lot of angular sections to begin with.…