lumpy like the the kind of lumps you get in sub-d for bad topolgy, for exmaple: i define the loop like this: sub-d looks wavy in that area cause the topology is bad:
not bad....give him some girth in the profile view....also pirates have bad posture...give that spine some curviture..also should add some loop elbows knees and such
bad meepmeep, bad! *slaps your wrist* Imageshack provides thumbnail links as well - use them! Other than that, solid work! It all looks pretty damn slick to me.
Uwe Boll must be some kind of alien infiltrator attempting to create a movie so bad its badness will cause the planet to collapse into a singularity. Or just to wipe out our culture.
Bad news, and I assume your teachers will tell you the same: This still isn't 'lowpoly'. Anything you use a Subdivision modifier on is a subdivision mesh. I'd block it out in a very simplistic way, and then bevel (with a modifier, preferably) any edges that need it. You can use your highpoly mesh as reference, but a…
As above really. No padding is a bad idea, over stretching is a bad idea Straight edges on shell are a good idea except where it results in over stretching I would send those assets back to be re-uvd
Or we could teach him to bake well and correctly at the same time? Rather than teaching him bad habits :) Edit: Refer to my previous post as to why baking with a single smoothing groups is a bad habit.
Modo's curve tools are bad, like really bad. If you want to create such shapes, you should draw them with curves, then bridge curves. You can specify any number of polys in bridge as you want.
You will be rich working in videogames, you could buy a ferrari!, and a 99% of piracy won't suposse nothing bad LOL Jokes apart, it's like another job, very bad paid if you work in the wrong place.
Hm, i got realy bad seams, atleast i tought they where quite bad. Looking at the script right now, seams realy nice. Hope luxology does make modo more game friendly :)