definetly dig it, but for some reason it seems more ninja then samurai to me. Maybe because not enough cloth overlaying near the legish area or more armor, entire character is uber awesome but still feels more ninja seen this on tweak I believe as well, can we see a wireframe as well?
the mid board detail would usually handle with a normal map so no need for the extra geometry as above save the geometry for the silhouette. I would probablye even handle the between board grooves with a normal map for an in game asset though if the budget allowed might run a v along it's length. Also If in doubt don't…
Basically I just want the mesh that I am retopoing to appear only quads instead of having that triangulated look on the mesh after applying the material to the mesh with "wireframe" ticked on the material editor in Max 2014. I can't seem to find a menu to get rid of the triangulated look on the mesh. I'm working with the…
Hello everyone, im fairly new in texturing and to have a good base for the gloss map, I created a monochrome curvature map. Well, in the last projects it worked very good, but this time I have some problems. I get some nasty "wireframe artefacts"…
hey Guys, following problem: I wanted to do some character animations in maya, so I created a new project and imported my mesh (fbx file) into maya. However it only appears as a wireframe. i've checked the shading and rendering options already and they should be fine.. Moreover I tried to assign a new material which didn't…
So this shape has 2 separate meshes in its hi-poly form. There is a prominent seam in the hi-poly that is created with 2 meshes that are next to each other. For the lowpoly, I tried to make a contiguous mesh. But that screwed up the seam. here's the what the hi-poly looks like. it is made up of 1 large and 1 small mesh:…
First post on polycount, after some looooong lurking and collecting dropped jaws over and over. As the title implies, i´m creating a new ut3 character for the Necris Faction and currently, being in the process of creating the hi-res model. Here´s some renders with some PP along Normal outputs and a wireframe.…
The rig itself looks pretty damn good, I'm not an expert rigger or even close so I can't comment on that in much detail but I have a few notes about the video itself: - The see-through wireframe is really messy, it's hard to tell what's going on there. I think you should either drop the wireframe shots or put the wires on…
Show us some complete wireframes of the shield? 2k textures are definitely too high (unless you just authored at that so the client can downsize as they see fit?) and also the polycount seems much too high. From that partial wireframe it looks like you've got a lot of waste, and what's up with the UV's for it? Depending on…
Truly an excellent tool, and very reliable too. The demo was great, bought the Blender version it as soon as it ended. Although a little day counter would have been appreciated as the end of the trial period caught me by surprise :) Features-wise it would be really good to have the option to *not* hide the original mesh…