Hello, Polycounters! I am excited to share how 3ds max surprised me, when I decided to find perfect sphere subdivision technique for our project last night. I hope it will be useful, as it is my first post here after more than 10 years of lurking around :3 This is my favorite solution. Very interesting pattern that looks…
I worked about a month on this project for Autosim, a company doing realtime simulation. I did most of the models, based on reference found on the net. I did the Boeing 747, the Rosebauer Panther 8x8 Fire Truck and a low poly version of Singapore Changi Airport. I also modified a 737 model originally done by Orjan Nilsen…
I was going to say something but Eric said it much better. Still I make a small suggestion: Use a simple circle shaped ring to bake that highlighted part onto. Take that into your render engine, view it like the end user would. Then you only need to add geometry to support the silhouette (if you determine necessary). My…
Adding on to this :P After some thought, I've decided to go completely full circle and go back through Ownage. I was extremely happy with the results the first time around, and the time isn't so much of an issue if I actually plan for it. I'm getting 15 Cerberus made (5 to keep for myself and family ;) ) and will be making…
> Also my lag when orbiting seems to be back, no settings changed do you have those fucking blue circles everytime wacom lags? you might want to read this > I have a Cintiq and Intuos3 and if I load the latest Cintiq driver and I swap to the Intuos3 I experience lag using the tablet. Disappears if I load the latest Intuos3…
Lots of possibilities as mentioned. Here's another one that might work for what you want to achieve. Add a few more divisions and overlay the uv shells for each section of the roof on the same tiling texture. This way you can get the benefit of a tiling texture(nice texel density), and also make sure there's minimal…
I made a changes based on critiques, and thanks they really helped, and I think it's coming along better now, although I'm sure there are still trouble areas. I tried to do some gesture drawings today and yeah... definitely a bit out of shape when it comes to anatomy. @Calabi Have you tried a hard brush with pressure…
Hey Craig! Glad to see you posting on here. The thing that jumps out at me most about these is your polygon density in areas that won't affect the silhouette of the object seems a little much and a general waste of polygons in other areas. Lets take the stoplight for instance. Outside ring of the light is very obviously…
Hey man. Nice work you got here, but there is some stuff you're overlooking. Your polygon distribution is all over the place at the moment. Here's just a quick image I made: And that's just the first thing that jumped to my attention. There are bevels in the boots that also seem pretty wasteful to me unless there's going…
None rotated islands do present the best visual pixel clarity, thats true. But the main issue here is that when you align everything by UV island, it isn't quite as smart as you think (or would hope). Instead, it make a basic rectangular hull around the outermost verts of the surface. This means that a triangle shape…