While I see where your friends are coming from claiming your reel shows you can model hard surface or organic I believe they are being soft on you. Based on your reel you wouldn't be trusted to put out a realistic low or high poly character or any type of high poly hard surface work. If you're interested in low poly…
I should jump from some building, i test with other white area of my texture and both some how magically showing no blurry shadows..... argh. But if you look in inward extrude area on left top side, you can get the idea this was the issue on flat white areas in much stronger contrast, its still not clean but i can live…
I would recommend using instance mirror instead (select object, hit shift+i). Symmetry can easily become corrupted when you make changes to your mesh, like bevels, extrudes, cuts etc - anything that changes the order/number of points in the mesh can cause it to degrade. This actually happens in other programs as well that…
damn, that is excellent. looks like he's just about ready to beat the unholy shit out of someone. great design. i for one totally dig the spec; look around at things like that in real life and i think you'll find that it fits quite well. i'm sure he's in the business of sweating in some muggy illegal basement boxing arena.…
joebount: Whenever you add a polygon command, if you have construction history active, there will be a new node added to the object's history, which you can see in the Channel Box. If you select a node like polyBevel (if you'd done a bevel) or polyExtrude (for ... extrude!) then when you click on it in the Channel Box it…
Some things to try: 1) Clear history 2) Freeze transforms 3) Conform normals, just in case. 4) Mesh>Cleanup 5a) Duplicate, then delete the original 5b) Make a cube, freeze/clear history on it. Select it first then your problem mesh, combine and clear history again. 6) Maybe check if x-ray drawing is on? But my hunch is…
I really do like that paintover... and ultimately thats what I was going for.. hence those images from the Frog Princess. But I'm in limbo right now. I've got a ton of people saying do that foggy, silhouette of the trees and leave it at that (which I just now tweaked to my liking) But the first idea I had was to do that…
zwebbie thanks for the input. proportional editing is already in there, go to 6:47. and no worries object centers and 3d cursor are first things i'm going over for modifiers edit: nightwalkr feel free to request whatever you want, but there's a good chance i'll go over it. table of contents is good idea though, i'll…
Hi and thanks for your time, could you explain in more detail why the low poly is not designed well? Do You mean that the bars are not designed well ( as you pointed out ) or the overall mesh ? Regarding the tris count when i usually go very low the shape of the low poly doesn't match the high poly and i get other baking…
That is fine. I was trying to create a tin material like that of which is on a lot of older sheds: Problem is I know how to build the basic shape of it as a normal detail but not so much as to how to get the edges right so that it is tiled. How would I find out where the midpoint or edge of the normal detail is? I assume…