Cool. :) Your poly lines are a bit wavy; I realize it's supposed to be semi-organic, but stuff like the top cover on the barrel don't look as smooth as they should be - they're kind of bumpy and wavy instead of creating nice curves. This is kind of a problem throughout the model; on the right side of the gun you have a…
Hmm doesnt look like you are taking full advantage of how dynotopo can work in Blender. Tbh I dont believe it matters whether you start with a plain box or quickly model its basic form when approaching it from a dynamesh/dynotopo point of view. Example, take cube..turn dynotopo on, crank up detail slider (lower is more…
Thanks, Callesw! I've actually thought about turning my huntsman into a fully fledged 3D character and your comment has convinced me that it must be done! uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will…
I think i'll look into handplane. just read up on it since you suggested it, seems neat. I have been uving where the difference in smoothed edges are, but I'm using maya. maya does not have smoothing groups per say, only smoothed/hardened normals. I'm also baking through maya, which works fine for the most part, but I've…
wow......i actually inspired someone to work on something? :O that's a first, im honored lol Edit: Computron do you know exactly where on halo.xbox.com you can get your h3 screenshots now? it's not updated on b.net anymore Part of me doesnt want to show this because I feel like i dont really know what im doing and some…
It's definitely not a game changer, just an alternative. Either extra geometry, UV splits & hard edges or modifying vertex normals, one way or the other you'll have to make use of either the three to improve smoothing as you can't have the whole mesh one smoothing group most of the time. I use plenty of hard edges over my…
I noticed that they bashed the pieces together a lot in the actual in game model. It occurs a lot in places where it looks like a naturall UV or smoothing split, which I read from the wavy normals thread is where you would want these kind of things. A lot of 90 degree angles too, wouldn't that be difficult to show in the…
You will still have the same problem without a cage. A cage does absolutely nothing different as far as ray direction than using offset unless you A. Totally fuck up your cage and have it impolding onto itself or B. Manually adjust your cage to account for errors. If his mesh was 2 quads with a hard edge inbetween, doing…
my hacky artist understanding of this: (feel free to correct) 'coverage' refers to a concept linked to anti-aliasing - when you smooth(blur) the boundary where two objects overlap you get pixels that are not 100% foreground and not 100% background but a range in between. 'Coverage' is a visualization of that anti-aliased…
Hi all, So I've been wanting to know the best way to optimize texel size for characters. My goal is to create a realistic game character and I have an issue here where on Unwrap, the texel size across the face looks clean except for around the nose area. I've tried two things seperately: Smoothing and Soft selection. With…