One lill things that looks really weird (in the mirrors edge ref too) to me is the junction between the tiles column and the grid roof; it's too obvious that it's just the pillar mesh going straight trough the grid mesh, maybe i would add a lill transition there. Again, to make it more interesting; i guess broken stuff /…
The difference here (and my own example above) is that you're using a grid based topology, whereas my basemesh topo flows with the natural forms. You will have to go up to a much higher res to get the more complex forms like the eyes. But even so you still have a lot of work to do just to get the basic…
I think you can solve the problem by making the cylinder as equally dense as the rest of the mesh before punching a hole in it. You won't want to add those edges now because they won't effect the shape and round it out, they'll just be extra edges along one of the sides in a lower poly cylinder. If you start with a…
@JasonLavoie: Yes I'm planning to put it in UDK in the end, but for our little game project we are using our own custom engine that still needs a bit of work=) The lighting you see in those maya screens are lightmaps baked in UDK though. @jimmypopali: Of course I keep a general size that everything has to be based around.…
I quite have blender experience and i started to use 3ds max. Today i tried to UV unwrap my model and i put some seams at wrong edges and i realized that after i peeled the object. Then i wanted to delete some seams which actually indicated as green edges. I couldnt make it with alt clicking or something else. The blue…
@DiamondDog The answer is it depends. Is there a workflow specific technical limitation or requirement for all quad grid topology? If this type of topology isn't a hard technical requirement then the answer is: Yes, there are more efficient topology layouts and modeling strategies. Leaving extra geometry (that's a…
If you actually think about it, for most game engines they are still triangles :) Of course now polygons are hardware accelerated but so are patches and even NURBS in some cases (PSP and even PS3 i think but i have to check with our guys) What MoP said is correct. Perna, "A quad-base mesh has the predictability and…
Hello all Recently I got contacted by Positive Grid to model their latest amplifier model the BIAS HEAD. They wanted a 3d model that they could display on their website and have the option to add descriptions to the buttons, inputs and outputs of the amp. So I decided that sketchfab would be an easy solution to display the…
Warning these maybe the noobiest questions ever, Shock in awe! 1st thing is I have a model that is 5 feet 5 inches in max and when I import It into Maya It's huge I need to set Maya and max up so when I export from one It shows up properly in the other. I made Maxes, Display unit scale: Feet w/Fractional Inches 1/1 &…