Concave floaters have the tendency to exacerbate problems with projections for your normals bake and the AO can show up incorrect as well. The way I get around it is to model my shapes first, use the knife tool, and cut a hole, align the item with its new concave section, select both the border edges and use the bridge…
Hey all! So I haven't really figured out a name for this set and I'm not sure if I'll actually do a full set (Weapon and Helmet). At this point I'd like to at least try and produce a Primary and Secondary weapon set. I've collected a good chunk of reference / inspiration and will put that into a inspiration board soon…
Hey Kgizzi, I used just basic high poly modelling methods in 3ds max, I cant think of any specifically describing armour creation, but theres lots of youtube videos on modelling guns that use the same methods. The details are sculpted in zbrush using alphas. What really helped was sculpting the general shape of the armour…
Extrude is also inset :) Extrude and just up the offset only and thats the same as inset. So instead of inset then extrude in Max you extrude>offset then extrude a 2nd time for thickness.
I didn't have the intention to create a thread for this work cuz it's a simple low poly model with a texture, not much impressive for me, but here it is. I'm not very motivated lately and some folks have encouraged me to do it. This is what i posted in the WAYWO Thread, and here's the concept i did a while ago. Well, i…
I was wondering if I could pick your brains on something. One of the things I always really struggle with in HP modelling is insetting details into subdiv geometry. I noticed here: That you seem to have your inset geometry seperate from the mesh it's supposed to be inset into. What's going on there?
*in a similar way but hidden behind a button :) I believe what it does is inset by poly, collapse those inset faces, remove original edges (you'd get the same selection if you selected all the edges before insetting faces). So it gives slightly different results (edgedirection topo left, connect + remove right):
What you were doing first was fine, it's the smoothing group that is causing those nasty edges and reliance on normal map to smooth those outs. To get rid of that seam you need to have those edges stitched together. To get rid of the wierd shading with that inset inside the column, you need to separate the smoothing of the…
Hey all, need a little guidance on this issue. While unwrapping an object I noticed a issue on all of my inset window pieces. The Problem in question: As you can see there is my UV layout on the right and the model to the right. I am getting a weird pinch on those inset windows in. I'm just looking for a nice clean texture…
Did you watch 60 Minutes on Sunday Jan 30th? There was an episode about career colleges. The career colleges only required you had a pulse and could collect the government student loan. The administrator would give you a shpeal about 85% job placement......Art Institute did that to me, however I didn't take the bait.…