Hi, I am working on custom meshes for a ut2004 level. When I am unwrapping and have select face on I get a red ring around my polygon selections instead of the solid red with default settings.Ive poured over the hotkey map and cant figure out what key I hit to cause this. Anyways it makes it more diffcult to tell what…
I think this would suit many games where polygon budget is limited, it would be a good asset, and would probably run on mobiles. I think if you wanted to compete with the tanks you see being made for world of tanks then you would have to change some things , you could have a much higher polygon budget. You Could have much…
^^ Great for masks Never leave the raw image with the black backgroud, always make the background a green colour that blurs with the leaves, otherwise you can get horrible fringing in the mips. Also, try to fit the uvs/polygons as close to the branch shape as possible to cut down on the number of pixels you are testing…
You've got some nice scenes, I think your attention to lighting, composition and the scene as a whole is your strongest point. I'll repeat what some others have said about polygon distribution being something you definitely want to think about. Like with the pipes, only adding as many sides as it needs to look nice and…
Triangulate before exporting to bake; those X shape errors are telltale signs you've baked with different triangulation (which affects lowpoly smoothing and therefore tangent space normals) to the mesh you've put the normal map on. (If you're not clear why that would make a difference, consider the different ways a polygon…
Illusion Catalyst can also do this also with a tool called "Select n-gon". It has a spinner for the number of tris allowed per polygon. You can also do this without plug-ins or scripts by adding a "turn to poly" modifier and set the min number of tris per poly to force it divide polygons by the max number of edges. Since…
It's kind of surpsising that NURBS never took off for hard surface modelling. There's a lot of stuff you can do very quickly in a package like Solidworks that would be super cumbersome with polygons. I guess it's only recently where you've started getting vehicles and weapons and things that are detailed enough for the…
I made a new base mesh for future sculpts. It has a lot less polygons with UVs assigned to it. I had a big problem with the other base mesh, since the other one had more polygons, which equals messier looking poly flow. This mesh helps me simplify the workflow a lot more. :) I felt somewhat dissatisfied with PowerGirl's…
I'm using it with the latest updates, had some stability issues lately though. Not sure if it's the Outliner but it had some refreshing problems on a highpoly/smallscale scene... Also: I had a bug with the layer refreshing: I copied a few polygons of a surface (Edit Poly, select some Polygons, Press Shift and drag them)…
What 3d software are you using? You could put your texture on a sphere, flip its normals (so the faces point inwards instead of outwards), then 3d paint inside there. Mudbox comes to mind. 3ds Max has Viewport Canvas which is a decent 3d painting tool, but a bit buggy here and there. You could also simply use cutout…