New easter egg from Google today. Go to google and search for zerg rush IT didn't work for me in firefox, so I had to use IE. It's a game though, start clickin ;)
Hey Polycounters. Learning to be an environment artist and I'm struggling with something. When to bake and when not to bake. Example: Let's say I'm creating a modular building to be used across my level. Am I making a high poly version of this building and baking it down so I get nice edges on all my 90 degree edges, or is…
Try beveling the edges where you have the casting errors on the top left of your image. Even where there are no errors a sharp 90 deg bend is an ugly thing.
Lots of ways to do this. Simplest approach: UV them while they are placed together, with a top planar projection, and use a tiled grass texture for the top faces. Edit the top vertex normals of all the pieces to face the same direction, so there are no shading seams when they’re placed together. UV the sides with a tiled…
Well, maybe, but I'd be very curious to see any case where such a convoluted post-process (involving somehow fetching the normals information from the "other side" of an edge, converting back to the proper tangent space of the initial side, and feeding that into the padding of an island edge) would have any impact. All…
Not a bad start! On the head of the hammer, try doing some edge work. If you make the edges a bit lighter, it will read as worn off edges, or light hitting the edges, or a combination of both.
Go into edge mode, select the edges, hold ctrl and click Remove. This will remove the edges and the verts. If you don't hold ctrl, it will remove the edges but leave the verts.
There's no right or wrong way subd modeling something that is mostly hard surface however a few points I think worth keeping in mind picked up over time creating this and other similarly aligned objects. - Try to keep manual editing at a minimum (either moving vertices, edges or faces by hand) - Maintain uniform edge…
Hey, I'm having trouble understanding which edges are not as smooth as you would want them to be? I see that there are some edges on the helmet that could benefit from being smoother but am unsure if they are indeed the issue. But in general, if you want to smooth the helmet, make sure that edge loops are spaced more…
I started this the other day too thanks to those awesome references from Dave Lee. As for your questions: 1) I just moved every other edge inwards slightly, checking to make sure it looked ok in sud-d. To make it a bit tighter I then added another loop through every face. 2) Can't really answer that, would have to see an…