a little improvement on the design,i put some flat color to make it easier to see,still i have to think about what to do in all the central piece,but i have already some ideas.. My main problem at the moment is that i am trying to imagine/visualize on my mind the scene/place & right now i have 2 different scene concept in…
btw there is some movement going on with the Cg to GLSL profiles http://developer.nvidia.com/forums/index.php?showtopic=853 so the "show stoppers" I mentioned in the pm, might be gone with the next Cg runtime release. Still I think picking Dx is the better option for your project. (better support under windows which is…
Hell yeah, I hope Autodesk takes note and starts trying to just spread the love where it's needed between the two programs. I always said if Maya had smoothing group control like Max's, plus it's turbo smooth, and edit poly modifier it'd be insanely dangerous. But at the same time.. they're not trying to make one program…
Hey there, I keep running into the same issue in my projects and I am surely doing something wrong so any advice would be appreciated. This is using 3DS Max and creating game-ready assets. I have created the low and high poly versions of a vehicle. These vehicles have lots and lots of components that I have separated into…
Smoothing groups are awesome for high poly modeling prototyping. You just select the faces, give diff smoothing groups, apply a meshsmooth set to smoothing groups and voila you have a blockout that you can edit in realtime that will hold well once smoothed again. I cant honestly think of a better and faster way than doing…
I recently was handed a HUGE space station to texture. I project I have about 2 weeks to do it. I consists of 23 unique UV sets/maps. So I will have 23 normal maps to sculpt/export, and color. I am trying to find some quick workflows so I can bang this thing out. The only assets I was given were the low poly meshes. I have…
Subdivision Reversion will recreate the subdivision levels of an already subdivided mesh with 100% precision maintaining the UVs. It's wide variety of subdision algoritms help artist get the right look and feel on their models. Here are some of the benefits you get: If you are 3d modeler you can now experiment with a wide…
I've put my Ford Probe project on hold for a bit (partially because I'm having difficulty figuring out how to go about modeling it) and have started work on a futuristic crate series. The first one I've been working on serves the purpose of a casket, which explains the cross and the circle at one end. The box that I have…
Hi! I'm happy to have finally joined Polycount. One of the reasons I decided to join was to team up with a texture artist or a group to create TF2 items with. I've been working with TF2 for a while to learn the ins and outs of modifying its game content, while also learning how to create 3d models with blender in my spare…