If i triangulated my models more would that help give the normal more geometry to spread out and display properly? thinking of it like this example I found, https://us.v-cdn.net/5021068/uploads/editor/la/l666u3wktcaa.png
You really need to drop to a lower subdivision again. ZRemesh what you can and nail your bigger forms before continuing with the body at a higher subdivision. Your inner elbow, for example, just has a huge cavity in it.
[ QUOTE ] In texas, for example, it's still illegal to have sex with cows, but that's never stopped any texans I'm sure. [/ QUOTE ] I just moved here!!! I had no idea I was breaking any laws, I swear!!!
Yea i just used oblivion as an example, a better concept would be UT3 engine stuff, heres a pic. My person guess would be some of that was made in zbrush but most was subD in max or maya, any ideas? -Buddikaman-
"I'm proud of my invention, but I'm sad that it is used by terrorists," he said on a visit to Germany, adding: "I would prefer to have invented a machine that people could use and that would help farmers with their work - for example a lawnmower."
[ QUOTE ] but i do worry about other people thinking that his view/experience of the industry is representative of the whole. [/ QUOTE ] Other than Valve. Can anyone think of a example of this? (And even Valve at this time is still PC based)
that' the problem I know that distance fog and skys have changed o2car: how can I deffine, which parts should bloom and which not? For example the sun shoot bloom brightly, while some other parts shouldn't.
The uvs are packed prety inefficiently, looks kind of like automatic unwrap. You can do cool stuff, for example, rotate every second wing so the angles match up and make better use of the uv space.
Oh. Yes, that's the right way to reuse the existing texture. Looking at the original post again though, the existing texture is bad. It would be better in this case to create new textures for the building. For example http://www.textures.com/browse/industrial/12390
Preferably for me, the left hand side geometry for high res hard surface detaling, once a validated blockout example is confirmed. Then it's bevel edge workflow in order too extract relevant surface data for projection onto a proxy.