That make sense. Thanks for the info. I may try that. Thanks as always Georider. Your input is most appreciated. 222 Scout car finished: I reworked the 250 halftrack camo pattern. I am now satisfied. :) Only Opel Blitz left I think(hope). Thanks for looking.
http://ps3.ign.com/articles/122/1220529p1.html omg really sad about silent hill 1 director currently making gravity gaze puzzlie for psv while konami can't care enough to dispatch a Japanese art-director for their outsorce studios.
..done.. 612 polys / 348 verts, which is triangles? ..except for these faces on the wings, i don't know how they should be done?? they are single planes which will be alpha mapped i guess, should they have double sided faces, is it possible? any advice appreciated..
Hi, this model is for my school proj. i'm trying to do a stylized human based on this sketch. Poly: 422 Max poly with body & cloth: 6000 i've look on some tutorial on face modelling, but somehow i feel this model is not really correct. looking for C&C to improve mostly on the modelling side.
Hello! I am grateful to everyone who gave me advice on this thread. Later, I'll get back to Ingram model - it has to be completely rework. Now I tried to create a simple model in order to train in the nextgen texturing. Low-poly Shield. polys/tris: 316/632. Diffuse, spec, normal map (1024x1024):
heres some work im doing on a project at the mo, it about 900 tris ( cant remember tri count, but deff 620 vertexs) with a 512* map. at the point of getting the underlying material right befor i do some paint jobs for them. C&C please,
Feature Request: Could you add a Rounded Edge option into Substance Painters baker? Something similar to Modo's rounded edge baker. For Example: https://www.youtube.com/watch?v=pFZLITaAsS8&t=624s I remember seeing something like this in Substance Designer?? I can't remember what it was called though...
I still use Softimage XSI 6.2 which came out years ago. I've added new programs to my list like 3dcoat, zbrush, xnormal, and ndo. But for straight up modeling that old copy of XSI does everything I need and I'm faster with it than other newer packages.
check out: http://www.sidefx.com/index.php?option=com_content&task=view&Itemid=322&id=1482 the same can be done in max with the cloth modifier in which you can define as well different material types (not just cloth) and make soft vertex selections to define unaffected or different material behavior.