Show some images of it without the wire. You've got some shaky unwrapping/distortion on the grip on the slide, and the loops you're using to cut in the ejection port don't need to extend across the entire slide, same with the loops used to add the curvature to the front of the slide. Same deal with the trigger. Looking at…
[ QUOTE ] its her own god damn fault for leaving it at a store and then running off where she cant be contacted. [/ QUOTE ] Ya stupid woman for having a real job and being out of country. Lets just lose her pc and blame it on her. :P Might as well blame america for being fat and stupid. They lost her pc. they gave her a…
If you did a Freeze Transform on all your bone objects. 1. Turn on Autokey 2. Go to the frame you want to have the bind pose 3. Do a Transform To Zero operation. (In the Alt + Right Click menu.) If you did not freeze transforms. (This only works on the bones if they are not rigged.) 1. Turn on Autokey 2. Go to the frame…
Perhaps having the geometry intersect is the way to go. On the car's main body door frame area you could model a cavity for the door's outer panel to fit into when it pivots. Or Maybe pull the frame out a little bit and push the bulky part of the door forward a little bit. Or use longer hinges. It's probably ok to fudge…
Robert, this looks like an interesting version of Kaneda's bike from Akira. Your topology in your wire frame view looks very nice and clean and I liked seeing that you played around with different colors. I would like to see some specularity added to the frame of the bike and to the wind shield because I feel the color of…
It's an old example but if you look at the specs for the PS1 or Gamecube, they pushed more polygons when there was next to no textures or lighting. When you added them, the performance was rated at half. It's definitely noticeable in some games where when they wanted to free up their frame rate, they went minimal on the…
Too quick on the sub divisions I made a gif of one of my guys, idk how helpful it will be but you can see the stages of details per, sub division. Use a gif editor to see frame by frame for a little more help. You can also check youtube for something along the lines of "subdivision modeling in zbrush". Here is the gif in…
jordan You could try starting here http://udn.epicgames.com/Three/CapturingCinematicsAndGameplay.html Fraps does work great. I know Unreal Engine 3 has the ability to render each frame of a cinematic sequence to individual image files that can be composited into a single movie file. Does anyone know if its possible to get…
*merge the lowpoly objects *put an editpoly on top of the merged stack *Grab what used to be the individual objects and move them apart using the editable poly modifier. (you can turn this on and off to toggle the exploded mesh) *Key the position of you highpoly objects at frame 0 *move to frame 1 and move move your hp…
Hey regarding the run, there's a lot of stuff to say but honestly the easiest thing is to say this: Aquire the animators survival kit by Richard Williams, find the page where theres a run cycle drawn from the side. read that section and trace that cycle in 3d, play through that exact cycle and work out why it looks great.…