High-res 3d models to bake textures from. Hand-modeled lowpoly (extruding/lofting splines is good for the branches). Crossing planes and alpha test for the foliage. Edited vertex normals for better shading. I put a bunch of stuff here http://wiki.polycount.com/CategoryEnvironmentFoliage
Thanks man I've watched that video like 10 times haha. So basically I'm thinking the best way is to model the object with the edge loops placed for panels in mind, then split each panel off and extrude it with edge loops. Very nice ship btw.
Another question: I can't seem to Undo in Geometry Mode. I moved around some vertices and extruded some stuff, but decided that it wasn't the best approach, so I want to undo. But.. it does not Undo anything of the modeling I have done. Any thoughts?
I have all these problems with the newest version as well. Now when I import 3ds max exported meshes my meshes will have all their verts be extruded/collapsed toward a single point (the origin maybe, but it was offest a little.) so that much has changed.
It's called "Shell"-modifer I think :) I usually create clothing and armor using it. Just extruding "poly-edges" over the whole character and then use the shell modifier. EDIT: I really should've read your post more carefully. Oh well. :poly136:
hey miauu this is what I was trying to do. if settingslaunch == true then ( $.EditablePoly.PopupDialog #Chamfer settingslaunch = false ) else ( $.EditablePoly.ToggleCommandMode #chamferEdge settingslaunch = true ) I just want to be able to get to the settings for a tool by hitting the same key twice, whether that is…
I'd make a tilable texture of oranges/apples etc etc. - Creating oranges - Creating a tilable texture by baking the texture - Baking the AO and Normal map - Add to simple plane and cutting in geo. easy peasy :) OR! just photoshop tilable oranges and then extrude some geo.
It's not bad, that forehead is the biggest problem at the moment: Try and do as much of your modelling as possible in the perspective view, strange foreheads are often caused by just lining things up in the front and side views. As for the nostrils, just grab some polys on the bottom of the nose and extrude inwards.
same as MOP,- I use them a hell lot for guides (path deform, extrude, sweep,....) but not in the old school way like NURBS and caging - thats just way to much work to construct & tweak, moving verts is way faster and convenient. So I voted no
heh, yeah love the easy switch. scrambled around about 5 minutes, and modeled some boxy blob thing with cutting and extrudes in less than 10 minutes, and without tutorials! i wonder how it is trying to work this thing from ortho drawings though.