Try to pull a bit more from real life reference. If you tend to stick more to other conceptual pieces, you'll generally be grounded by the same drawbacks that fall upon them. Go for less decoration and more for form with function. If there's insets, think about why they are there. Paneling/raised platform/utility junction/…
Hello everyone! I apologize as I haven't posted yet but I have been working on this since January 5th. Nothing seen here is really final, it's all subject to much more iteration but I have been working diligently to bring this scene to where I want it to be. I hope you all like, everyone is doing a fantastic job & I am…
Couple new shots of the full low-poly assembly as it stands currently. Today so far I finished up the iron sights and optic plate. In previous runs I went with plain jane from the factory iron sights including a 1-piece rear sight/optic plate. This time around I cut a notch to incorporate fully modular iron sights, of…
Hey there. 1. When cutting it up in max make sure you are not creating Ngon City. I can see in your hole a giant N-gon-boy. you can check by going into "selection" in the ribbon and the rightmost set of options in the ribbon lets you select polygons with <4 sides (mo den 4). in poly face mode it'll light up your model…
Well the problem is thats not really how you tile textures at all. Sure you "can" do that but for things tiling textures in the 0 to 1 is not something you do at all. Then again it depends on what type of texture blending you use be it vertex or blend maps. The reason for this is each asset requires a different tiling rate…
Holy fuck Ely, here I was thinking you were a GD hoodlum... The fire is a bit much. If anyone were to try and walk up or down those steps they'd curse the name of the owner of this place for burning their flesh and killing the hair on their entire body. The intensity of those flames is quite a lot. I actually think a more…
Pinched, as in too sharp? There's an edgesplit modifier still there, I should remove that to soften up those edges a bit. If that's what you meant anyway. And yeah, the bumps. :( It's pretty difficult, I feel I could spend hours just trying to smooth it out. I wonder how people usually handle this (curved surfaces with…
I'm glad I am doing it justice so far, and yeh I guess I was seeing things when I put the groove at the angle change, I think it willread better without the groove. As for the seams, I guess I'm a masochist and decided to model them all into the model rather than using floaters, to challenge myself.* I blocked the form of…
The only way I have found to get rid of what you seem to have with tangent space normal maps is to make sure that the low poly lights well. What that means is that if you don't see smooth shading on your model inside Max that crap will bake into your normal map. Try and get the most uniform distribution of edges on your…
hey, I spent ages trying to get it right and no doubt it is a bit of a bodged way but ya know, it worked :) the low poly cage will no doubt give me a whole new set of problems when I come to make that :/ anyway, I started off with a 36 sided cylinder. I then made a 9 sided cylinder for the cartridge holes and rotated it…