Looking good, but the M2HB is way to short. The barrel is almost twice the lenght of the body. Also, the Jeep's hood seems to be extruded when it's flat with the rest of the body. Thirdly, the bar that goes around the back of the jeep (Sorry I don't know the name) is supposed to be double to do this :…
Blender's not so cleaner anout it either. There's times when not even recalculating normals outside (after intense per-edge extruding and manual face making) helps things, especially when double sided is default for new objects so you don't know until much later, unless you pay attention to your normals' shading. Bit me in…
Man this is great! Has a great silhouette. Do you plan on adding the clips located on the stock and towards the front on the bottom? They would make a nice touch in pushing the silhouette a bit further. It does feel stylized, but the reference doesn't lie. :) The only thing I see is the end of the barrel in the reference…
There's a few ways, the first being to FFD it into the rough shape then boolean it and extrude the edges into the mesh. Another similar way would be to do that but using Slideknit rather than FFD for the form then boolean it once again.…
For this week, I am working on a rope net that the player can climb up on. I created a high poly rope by extruding three cylinders and twisting them inside of maya to be baked into a normal map. It is a modular piece that can be connected together. For now, it is straight as I'm still working on the texture for them and…
Hey omarfr! Welcome to the realm of 3d! :) Lightsabre looks great! Love the design honestly. The only suggestion i have is that you really should try to stay away from sharp 90 degree extrudes on your high res models as they dont bake correctly on the normal map and thus, the low res mesh. I suggest going over the…
Split the center edge loop and make them overlap each other.. like a real shirt. Select all polygons and extrude them so they have some thickness to it. This also "fixes" the "flipped polygons" of the collar. Be sure to delete all the polygons that are on the inside of the shirt, as they are just unnecessary polygons.…
This looks cool, but I've got to say that is one hell of a steep slope on that road. That would totally destroy a car. Also, that sidewalk doesn't look wide enough. Typically, a sidewalk is 4' - 5' wide. I think you need to put a placeholder person in there (you can download one from UDK), or just use a extruded rectangle…
If you want to make a high poly version of that piece on top of the gun, you could make a flat plane. 1 half has those with those patterns and the other half is flat. After that, cut out the basic shape, then extrude all those border edges downwards. Now just scale said selected edges downward in that direction to flatten…
building looks neat to me. The only major thing that i don't agree with is a LOD for the top floors. I think that does not save many tris (at least not enough to be serious amount in current gen) but it reduces the quality a lot. the difference is clearly seen in pillars and windows. Basically it looks like side by side…