Ohh, hmm, what should be the best lightmap resolution for this big mesh? I can't really estimate well enough (also it tanks render times hahah) I use blender, and I just used smart UV project. I guess I should just redo the rail in total considering how blocky and simple it looks like. Essentially an extruded mesh. How…
I swear by marking menus. I have a Logitech G510s keyboard with the macro buttons on the side, and had a G15 for years prior to that. I have 8 custom marking menus divided into categories, each one activated by one of those macro buttons. My most used menus are assigned to the buttons in the middle, since it's just as easy…
If I want to separate the mesh into more objects, I usually Chamfer the edges in Edit Poly and then ad the reinforced edges. And depending on the model, I decide how many Chamfer segments to ad. There shouldn't be any gap, since the vertices in the middle are snapped together, and the reinforced edges keep them in place.…
This is my setup, works great for me as I have my most used functions mapped to keys used when you play fps games so it feels comfortable to me and you never move your left hand: shift + w : loop selection shift + e : extrude a : cut shift d : collapse shift f : connect verts shift space : connect options shift r : ring…
Thank you :) that is exactly it :D The biggest thing i would say right now looking at this is try to work on combining your shapes into one "true" mesh for example you have 5 cylinders making up the bottom part of the handles you really only need 1 and then you can get rid of the cylinder running threw the middle of the…
Even when modeling simple hard surface shapes, I've found that adding some thick bevels can do a lot to enhance the visual interest. It doesn't have to be every corner edge, even just one or two of the loops. It will read better in the normal map too. For example, you have a thick bevel on the front of the shoulder piece.…
If you are still experiencing weirdness after offsetting your UVs, setting up smoothing splits, etc. then I would suggest taking a look at your topology next. Your current screen shots show a less than favorable edge flow and you have quite a few ngons in various areas--it's very possible you could have some extruded faces…
i would try it this way: 1. model the whole body as one mesh. 2. unwrap it as a whole. 3. cut along the outsides of the planks on your mesh 4. take all of these faces and extrude them altough you should state for what it is and how you want to use the boat. a lot of the times a normal map will be totally sufficient, so you…
Problem Solved. Use a curve then get a object to follow it using motionpaths or use a nurb in surfaces and extrude along that edge. In motion paths, you'll have to use a cylinder as most other objects follow it unpredictably and then just delete the edges to turn that cylinder into a strap after which you'll need to rotate…
I am by no mean an expert, but I think her hands/fingers are a little too long, while her arms are a tad too short. Seems she can barely reach her crotch. Her cranium feels to be too small, and hair on her forehead should be a bit longer. Her right knee is fine, but the left knee with the knee-pad feels flat. I imagine it…