Hey there! I'm no weapon pro so take all this with a grain of salt, but, while I think the silhouette looks pretty good, I think there are a couple areas that could be improved upon?. The thing that sticks out the most, to me, is the part where you grab the weapon with the left hand (in case you're right handed). It feels…
ok...thanks guys for the feedback, i've fixed the head and i'll try to work on my forms better too! anyway here's some upgrades... final version of the head i'm pretty happy with... i don't think i'll change anything if anyone doesn't bring up any obiovus anatomical mistake and the body. I've added hands, and fixed overall…
Thanks guys, this is truly helpful stuff. I guess what that leads me to question is the matter of keeping hard surface models looking really clean like I see people creating in Zbrush once you've hand topologized them... 1. You can rough out a shape in zbrush, then retopologize it in a way that has the same volume and…
No sense in dragging a biped along if you only need the arm. Biped hands are pretty ass anyway its basically just fancy looking bones with horrible curves to edit. You could do a much better rig with bones and actually include the metacarpal bones, which would give you much better flexibility of the palm, much more then…
I tried to resolve the plainness of the crossguard by pushing the middle part inwards. Also -thicker handles -less boxy pommel -changed some forms in the middle band that didn't make a lot of sense -turned the handle so the texture is mirrored across the side, not the center -more depth in that business between the blade…
Hi everyone! I'd like to ask if there is a way to retopologize hard surface objects automatically. For examlple I have this simple model. Just simple extrusions from a cube. I just wanted to have equal all quads topology like at least 1.5-2k quads I have tried Z remesher, and polyRetopo in maya and none of it produced good…
Hi all, I continue learning hard surface :-) And this time i got another problem. I have to objects with differents number of vertices. They are perfectly matching as low poly but once smoothed as Sub-d everything is not matching anymore ... How would you solve that ? I tried modeling it as a single object but i wasn't…
"Quake 3 took a hybrid approach with the torso, head and legs being separate skinned meshes." That's not exactly true. In QIIIA the elements with smooth deformations (torso and legs) are not skinned meshes (as in, driven by a skeleton) ; they are purely vertex animations. They can of course be authored as skinned skeletal…
I think it's just a matter of starting off with more geometry in the base shape so that you don't have to add any extra loops to control those edges and the helmet remains round once it's subdivided. Not saying it'll be easy or anything just that's probably the best approach. See this post from the How u model dem shapes?…
Cutting taxes is the only way you're going to stimulate this economy and get it going again. The government is taking money from the American tax-payers and spending it on things like: -Foreign aid to other countries -Foreign wars -Keeping troops in Germany, Korea, Japan, etc. -Welfare and hand-outs to illegal immigrants…