For designing websites I normally follow something similar to the 960 grid system. http://960.gs/ It basically makes the largest division or table(eww) a width of 960. This allows for a lot of freedom when designing he rest of your site as 960 is a flexible number and allows for a good combination of columns to fit inside…
Hey Zetheros! I was not aware of this character guide. I see it has a lot of good tips, especially about the gradients and values, color mixing and how they divide the color palette into big, medium and small! For some reason I've only thought that way about shapes and not colors and values, but it makes so much sense!…
I keep an eye on the bit-tech hardware guide to give me an idea of what bits are working well together. I'm sure using these as a base with a few modifications will get you a system that will do you proud http://www.bit-tech.net/hardware/buyers-guide/2012/05/18/pc-hardware-buyer-s-guide-may-2012/1 Is it sad that I'm only…
Now that you are saying it, I have to agree that the grip is a bit out of proportion to the trigger. I can imagine two things, either the grip is to long and big and you bring it down sp you have a smg sized gun. Or you size up the trigger and bring it in proportion to the grip and have a a very bulky heavy assault rifle.…
Very nice :) this has a solid and clear story beat, and the scene has a
great foundation. As you continue refining it, consider pushing the secondary
storytelling details further. Adding personal items—such as photos, handwritten
notes, or scattered everyday tools—could hint at who lived here and deepen the
narrative.…
I would suggest using little beveled boxes for those buttons, with face-weighted normals. No need to texture them, except to use a part of the trim sheet that has 100% metal and the correct roughness value you want. A guide I made recently:…
Now that I've got a 3d printer, I'd like to make a few things from my fave games. The first of these being a catalyst from Demons Souls. I've got the model and textures from the game (god that was a pain). They'll serve as reference for size/materials only; they're far too low-poly to be of use otherwise. First task is me…
Sort of: The point is that these are no splines per se, these are loose edges (not part of a polygon) with a subdivison modifier applied to the object. And yes I connect them via "Make Face" (or "Grid Fill" if its a larger patch). By doing so these edges become just part of the polygon so no additional deletion is needed.…
Noticed a potential feature while watching The Dozer DVD by Eat3D (the parts where grids of holes on the outer armor and front scoop are created by selecting and insetting rows of polygons). Unless I've missed it somewhere, a toggle like the current Maya "Keep Faces Together" would be a good addition for both the extrude…
Not too many, instead you have poor edge locations and poor edge orientation. The orientation of the wireframe edges is commonly called the "flow" or the "topology". Having a good flow means your edges would be following the curvature and silhouette of your reference object. For example, this model has poor flow, the edges…