The cover is definitely aluminium. The inner part however does look like it has plastic mold lines on the back so it must be plastic, but it looks so similar to the aluminium shell. Could you elaborate on what part of the material needs work? What seems off? I've been looking at this for too long so any fresh opinions…
This had me confused for a very long time. The general rule of thumb is to keep any edges close to 90 degrees as hard edges. You will want to make sure that any hard edges are also UV seams. However the part that really confused me was that not all UV seams need to be hard edges, just the ones that are close to 90 degrees.…
Thank you m4dcow for your example. I tried to do it same way basically with only difference I wanted clean anti-aliased mask to separate properly small details with not so high depth difference. That levels approach doesn't do it very well imo. Same in Photoshop ( it can do it non destructively too with a huge layer stack)…
1.) unity may do that, but it's incorrect on a technical and physical level. Emissive pixels are considered to pass without lighting/shadowing. They can also give off illumination based on their brightness, depending on the engine (and usually they're great in combination with bloom, even if they don't give off…
My interest is less in re-creating images of the existing mechanical equipment, and more in learning what various pieces of machinery do and why they are put together in a particular way. I think this would improve my ability to create my own designs. For example, if I just re-created a number of car engines, then I would…
I second third and fourth this, one thing that is crucial is details and how they lead the eye, it's obvious that from this camera angle that the scenes focal point is in fact the light coming over the planet, that forcefeild obscures that and makes it just look damn cluttered, the level of detail and distractions is too…
That last image you found is a beautiful example. You can get so much info out of it. You can see how he uses flow and edges to define forms. Where the mesh is denser or lighter depending on the detail needed. It's a beautifl example of sub_D modelling. As for your model. I've been keeping track of this thread, and your…
How do the rigging and animation tools compare with max? For example, can you just import a mesh from max, fire up face robot and work from there? Anybody rig any characters in xsi? How does it translate into making game assets, like say modeling and rigging a character to use in udk or the like? I've been looking at this…
I'll do a test of two to see what can be done but for a quick answer it seems if you just spammed a bunch of splines /converted to polys / then mesh if you need them to be mesh, perhaps add a subd modifier into the splines if converting to poly's/mesh down grades them as you show in your example image. Then after the…
Oh my. You'll be happy to know that tiling textures are indeed awesome, especially when combiend with alpha cards and vertex painting. Tiling textures are basically textures you can tile in either x or y or both, without getting seams. If you wanted, you could have a mile long road using one 512x512, tiled along x. Here's…