yes! the sloped rocks could be quite a nice idea, i'll most probably have to re-do most of the background but tbh i've been getting tired of the mountains the way they are anyway, i'll just add a mountain backdrop and make closer mountain to merge with the slope sections.
I've been doing a lot of modular modeling myself, lately. Thanks for posting that tutorial. It'll be a nice read for me! The links at the bottom appear to be broken :( . The Modular set links me to the Low Poly Challenge, and the bottom two links are merged together and go to cg channel.
Looks good to me so far. The only problem I see right now (besides its need of polishing) are the fingers. They are merged. It looks like you used dynamesh when they were too close. You should separate them before doing more changes.
Thanks for the quick reply Jerc Something that could link between different texture sets would be great. Anyways, Substance is working really well for Dota, thanks for the update the shader is working great, just the tint specular by base color that is inverted and the metallic seams to be less shiny
Just a suspicion: Even if there are no visible seams in the low-poly's UVs, did you check if the edges producing the normal lines are actually merged in the UV layout and not parts of separate islands? Also, when baking the normals inside SP, have you tried modifying the dilation width?
This happens when the transforms got frozen. You can freeze them with a specific freeze command OR by merging to objects into a new object. You could try to set the pivot point manually. In max it was below the hirarchie tab, but i hav´nt used max for some years.
Hmm not quite sure what is causing this. First thing that comes into my mind is the merge vertex operation in the script, but that one works on a 0.01 value, which is super small. Can you send me your mesh (or just a part of it) for me to try it on ? Thanks and sorry for the inconvenience ! :/
With so much merged it would be crazy to do it with splines. I'd go the zspheres route like Unleashed suggested. Or model a rough low poly base mesh and sculpt in most of the details. Either way I'm not sure I'd try something like that without a sculpting app...
OK... I know diddly squat about modern poly pushing (i'm still lost in "Paul Steed Land") but are there any tutorials you would suggest to us mere mortals on creating a model such as this? Looking at yours, Piors and Slash's has me feeling left in the cold.
Yeah, I closed the second one and posted a link to the first one. I didn't think anyone would actually post anything in the old one and bring it back from the dead. But I forgot who I was dealing with :P I just merged the two threads.