Ok thanks for the hp suggestions. If I wasn't making this a hp and assuming I cleaned up that corner part would by topology still be fine? I'm overstressing on how great edge flow should be I think. I'm thinking as long as edges move along the structure of the shape you shiuld be fine. Its the interior edges I feel like I…
Thanks for the feedback guys! Luckily i will be able to use a monitor worth is weight today (cintiq at school) and get a clear picture of how the peice looks. Both my panels kills colors and gamma, So I'm kinda flying blind while texturing. Hopefully today i can get all the layer opacities and strengths dialed in. And i…
Its lacking contrast and lighting imo. The 'it looks too mobile' crit is probably because the dojo looks fullbright. 'Make it less detailed' - I agree with this, try to use flat colours as much as possible and have details only appear near the edges of the objects. 'Needs more life' - can probably be done with better…
I've been trying to find reference for the eyes but I can't figure out the best way to make them. They're not perfect spheres because otherwise they would bulge out too much, but I don't know how I should make them so I could move them :( I have this pic but I figured I could probably just make more faces continuing…
Alberto Rdrgz : OK thanks. Its easy to just look for real reference and not think of the normal bake, hope this will be a weakupcall for me :) yestorday i modeld a glock lookalike pistol that will be used in the same game. and will have the same type of textures. And since we have the subject up. i will post it for…
Pumba, make sure you're rebaking after making changes to the geometry. If you want, upload your maya file with high+low and I will have a look. Edit: Another cut, horizontal this time, above those details should fix the "pointing up" issue. Issue #2(the "seam" type issue) is caused by a lack of resolution. You can: A. Move…
Yeah, smoothing groups is Maxs way of handing soft/hard edges, thats what I mean. Don't make the asset all hard. Just use hard/soft edges as you will with the final model...changing those edges after baking messes stuff up. Your bake shows the nasty crease. It looks to me like you had baked there with the low poly having…
For Blender users using "data transfer", I created a simple setup that someone might find useful as well. 1. before starting actual modeling create a linked duplicate of your object 2. add a "split edge" modifier to the duplicated object, turn off "edge angle" 3. add a "bevel modifier" to the original object, switch limit…
To avoid normal map seams... Do I have to set the edges of my UV islands to hard edges before baking? (or split the edges modo doesn't use smoothinggroups/hard edges...) I baked in xnormal and the model is without seams in Modo's viewport, but has seams in UDK. edit: they are not seams along a mirrored centerline, either.…
After in Hangout communication, and read some design stuff, I come up with a new version the fox-cat General Berry Twig. Its the Concept art from len-yan, that I did overpaint to change the class. Harrad I have learn for subdiv modeling, it is good to use max 12 sides for Cylinders, it smooth perfect if you subdivides it 3…