Hey Ghib would you mind posting a screenshot of them? Just to know what they are about. I personally use one big marking menu, and kb shortcuts for all the instant modelling tools (bevel extrude aso) Will post mine soon
So guys i was wondering whether simply attaching different parts of an object has any disadvantages and whether properly connecting meshes via boolean or modelling from a single mesh with extrude etc has any advantages?
I believe I am now "finished" with the base of the body. I increased the volume of, and defined the muscles a bit more. His head is also smaller and pointier. Going to add armour now, beginning with the lower bits and then going to the upper bits. I'll add the armour parts by extruding faces in certain areas.
I tried stabilizing it like you said. I am waiting to see what the new result will be. For the bridge the stones came with UDK. The rest of the GEO for the bridge and about 90% the level as a whole all came from this one texture: and this group of 11 models I made by extruding and breaking up the texture:
Also you cant draw discontinued shapes on your model and extrude them with the model brush after appending the resulting skin because the polys have opposed normals. You have to make a form that is joined and then delete the unwanted connection polys by delete hidden before you use them to model. Cheerio
I would just use conform. But you'd have to conform a bunch of flat shapes onto the handle then extrude it. Here's a tutorial: [ame=" https://www.youtube.com/watch?v=hmTQJa79apo"]Uru Modding - 3D Max Tips - Conform Mesh - YouTube[/ame] Otherwise I'd just learn to use zbrush to do this.
I have the Oculus Rift and it isn't as big as a problem as I originally thought. I think NM work good enough as long as the silhouette is intact. So extruded forms should have real geometry. This can be solved with tessellation for organic models. But there should be a lot more topology for VR models, that is true.
If I could have a live connection between UDK Play in Editor mode (with my 360 controller working even when the window is not in focus) and 3ds max, I would love it. think about it, place a polygon, extrude and edge and immediately test it in udk without BSP, reimporting or restarting PIE. :poly121:
when i have to do this, i use (in maya) a curve and extrude my floater-mesh along this curve to bake carvings onto the mesh , you could work with floaters i baked a "floater" mesh onto a low poly mesh here: that's the setup:
I thought I'd have a go at this, dont have a clue what I'm doing but I'll wing it. Ork Chainsword. Its just before a bit of refinement putting on the nobbly bits and then high polying it(I guess uv before that though). Not sure if I'm gonna extrude the nobbly bits or have them floating or just draw them on the texture.