" You've got too much in the tube part geo and not in the handle. " This information will be with hands held by I to less polygons| " and not in the handle. " This details the long, large and important to me for many more polygons. " Also where those two bolts are and you have a cut away, they should just be baked in to…
So.. that was the fastest I've ever created a weapon from concept to finish! Woo! My only gripes are the stock is really low-quality and the handle. I let the handle slide because really, there'll be a hand on it most of the time! The stock won't be in the players vision all the time, but I may go back and fix that up. No…
Paging @kadeschui ... Perhaps we could make their job easier by posting some suggestions for concept art for these next couple months' challenge? Here are my suggestions for the Hard Surface Environment category: https://www.artstation.com/etwoo https://www.artstation.com/mb14 https://www.artstation.com/sparth EDIT: maybe…
and if you work at an office and thinking shooting the place up with a gun.....Dont do that....... you will likely goto prison for a very longtime of just killed... The best answer in handling a large group of people who are refusing to see things correctly is this.. eat lots of laxative....walk into the office start…
Hello. I need to bake a wireframe texture that only contains the hard edges of the model. I can't seem to get the UV snapshot tool in maya to only bake hard edges. Even if I isolate the hard edges in the uv editor when I do UV snapshot, It shows every edge of the model. I could print screen the uv editor, but that's very…
hey, i tried posing him like a more popular pose and it turned out i had way to few poly's on the shoulderpits. So i've been busy with that for now and this is how it turned out: (still might delete some polies on the shoulders though, but not today ) by the way... i selected all the edges and then went: normals>hard edges…
Toolbag's baker has not changed how it handles banding/dithering in a few years, so it's unlikely this is a problem with the software itself. Typically this will be a result of your high and low poly mesh topology/normals. The rule of thumb is that the closer the high and low poly surfaces are to each other, the more…
The main culprit in that causes damage to a firearm's appearance aside from dropping it, brush scrapping it, etc is the shooters hands. The oil from your hands is bad for the metal on a gun. The oil, salt, moisture when combined with the heat that comes from firing the gun causes blemishes, that while can be wiped clean…
well after showing my reel to a hand full of employers none of them had anything bad to say and many of them went back through the reel to look at bits again. i also take a portfolio with me that shows things in more detail including breakdowns and stuff. the comment on the music is obviously your personal taste rather…
As I am a FFXI Beastmaster 75 (/charm <t>), I am a strong force of knowledge when it comes to ledgendary Beastmastering. I realize that you are heading for WOW, and you are right to re-work their Beastmasters, cause they are weak, and I look down upon them as if children. I am very interested in this project. If you are…