LOL, what Shinigami said! haha. Seriously, what the hell? How much you pay for that college? "it doesn't look good". You should tell him to elaborate and if he is incapable of doing that I don't think he's fit to be a teacher. Id say the stuff you have inside could use further reference. It doesn't look like any kind of…
[ QUOTE ] you should play with smoothing groups this will make your work pop out a lot more (and yah the latest versions of the exporter/game supports them) look at pior's bunny that's a really good reference of great smoothing groups/ut2003 stock anims and nice specular use, your model really deserves it [/ QUOTE ] Yeah,…
Hi Allan, I'm curious how a great 2d guy like you creating 3d assets! I'm pretty sure you will only face a small problem like technical problem (like the stitched zombie phenomenon lol), once you get a grip at the necessary tools in your 3d package it'll be a smooth progress for you!..then after you be great at both world,…
So I'm having a bit of a problem and I've been wracking my brain for the past couple hours trying to figure out why I'm having issues here. I've got a chest I'm working on, and where my seams in maya are placed, I'm getting no normal map information. Usually I would see some transfer from one shell to another, and get a…
Allright, first let me say hi... it's my first post in YEARS and i don't think anyone will remember me. back then i was still very young and never really got any great models. now about a month ago i decided to give it a try again and downloaded blender.. then after experimenting with a few models and coming back here i…
Hello all! Now i'm modelling the M320 Grenade launcher and i' ve almost finished with hipoly model and lowpoly model and now i'm preparing to make UVs. And before doing that i need some clarification in a couple of questions. 1. How to deal with normal maps? If i'm right then i need to: | make different smoothing groups…
I would suggest looking into FrankPolygon's sketchbook and How you model them shapes threads. I am not sure which specific area you are talking about, however if its the left section then you need to have some more sides on the main cylindrical shapes to support the smooth transition. Essentially making those extra edges…
People typically tell you to avoid Ngons and triangles because if you're not careful they can mess up the smoothing of your model. Understanding what catmull-clark does is essential if you want to put Ngons in your models to piss people off. That may or may not be my intention.…
yes, camera position wont matter if you do it with a round edge shader. everything will "just work". you could swap in and out any model and using that shader it will all smooth together. that said, the picture you provided seems to be of plastic vacuum forming which isnt going to look the same as a shader smoothing over…
I see what you mean, Nosslak. I think part of it could be the perspective in the screenshots but I also noticed that the sideview reference I'm using doesn't fit perfectly with the actual measurements of the chassi together with the wheelbase and track. Looking at real life photos, it seems there should be some more…