Hello fellow Polycounters! Here's a little making of for a knife that can't cut an apple, but is definitely great for stabbing and crushing heads. Best to be used in a zombie apocalypse scenario. Before I started, I was digging up a bit about history and the usage of knives in wars. I found out that tri-edge trench knives…
Thanks for the advice gnoop! Went and looked into Blender's bevel shader, baked it into a normal map, then imported said map to Substance Painter: It's not perfect, but it's a hell of a lot cleaner than the others. I could hide whats left of the artifacts with dirt or grunge. Although the artifacts become more apparent…
There we go! Looking good. I'd give this another pass, and try to refine some things. - Try and get the rotating tiles evenly sized and the bars on top evenly between them. - More height on those planks. & I think the center squares are also seperate wood tiles, so some depth/separation on those would also be good. Don't…
I just tried the demo for a few hours. I used the manual, but didn't watch any videos. I've been animating in 3D for 20 years now, and workflows have remained largely unchanged. So I'm always on the lookout for the "Zbrush of Animation". There are all the cons I bumped into while trying it out: I've got 3 4K monitors, but…
Welcome @annebakerim ! I think your picture didn't load. @GuillaumeLD Thanks! I wanted to keep a blue hue from the TV to offset the strong orange/yellow colors coming from the rest of the scene. Also the pool table light is emissive, but I made it a bit stronger now. I saw a cool tutorial online about getting lights to…
Alright, had to take a few days on hiatus, but I finally got the UV's Finished and Scaled to match. It's obviously waaaaaay too much surface information to cram into the tiny little UV Square, and trying to fit everything in there while maintaining proper scale would really hurt some of the smaller components (trigger,…
So here are the results from a quick redo of the smoothing groups and topology, as well as a quick uv map. This is primarily to show where you should have hard edges and split uvs, you shouldn't necessarily unwrap it the same way I did since it was done really quickly and without worrying too much about texturing. You'll…
It is a nice model, but the numbers aren't what you'll see in a next-gen (PS4/Xbone) racing game. They are actually comparable to those from Forza 3. From the discussion here, http://www.neogaf.com/forum/showthread.php?t=376652&page=178, the numbers they used were: LOD0: 172753 polys LOD1: 45074 polys LOD2: 21802 polys…
maxscript, like I mentioned I wrote a simple script that detaches and attaches faces/verts of the imported mesh back to 1 instance. It requires some user input but it saved me time on this project: http://mmvr-des.burg-halle.de/blogs/klimawandel/wp-content/uploads/2008/04/market.jpg it had lots of different objects to be…
Alright, I'm back with an update. I would once again love to get you guys to help me out with this. I'm trying to get this guy down perfect so i can use him as a template model/reference, so please point out any and all problems you see with the mesh or anatomy. I've been good and have been using a lot of reference. Im…