Even tho it may be too late now but the pull ring is waaay to small, looks like hair strand, while in ref image its almost half the grenade size.. well more of a 1/3 but you get my point :D Also the bit holding the ring is different shape from ref image.. In general there are some forms that differ from concept by a fair…
Hey so I thought I would show some work from a class I have at school. It is called form and space. Form and Space is basically just a 3d composition and building class. We have worked in Bristol Board, Foam Board, Cardboard, and 1/2 inch pine molding. Here is my midterm. Got a B. It is a radial composition. Started with a…
Hey! I decided to stop being lazy and start a new environment. I've been watching a bunch of Treme and really wanted to make a street scene in that style. Then I realised how lazy I am and found a nice street on Google street view. http://goo.gl/4Mtpa So with this I'm not trying to create an exact 1:1 of the block, but…
Everyone READ THIS PLEASE. Here's what's going on right now: something with the PS3's internal clock has borked in some pre-slim models. This is not a PSN issue; it has to do with your PS3's clock. This clock is NOT related to the OS clock. It seems to be a leap year bug. Setting your clock ahead will do nothing. All PS3s…
Well hello there, 1-post wonder. We've clarified our position on this, see https://polycount.com/discussion/136571/freelance-jobs-guidelines particularly this reply Ultimately your idea would require a large investment in tooling and moderation, which we're limited by our current host and by available time and resources.…
Ideally your layers should look like this: | | | Lowpoly - highpoly - cage You're casting rays from the lowpoly surface to the highpoly surface. when the ray gets a hit it will render that hit. The cage is just there to help you control the length and direction of those rays. generally you'll duplicate your lowpoly and…
@rafregidor Thanks :) All you got to do is import a mediumsubdivided/decimated character into maya/modo/max move him above the grid and scale to somewhere in the scale of a person, my character is about 1,8m tall. When all of that is done, export that and you're now working within MD's scale. Getting all of this into…
Thank's :D Well I right now its only for me to know what is what like: purple = painted metal neon green = light (emissive map) gray = steel white = paint or so black = steel/rubber or else use it to see the difference If I would just work with one color I would loose the overview about my model :worried: but later I also…
Thanks for the awesome update. I have run into a bug I want to report: When converting normals to hard edge height maps with nDo2 in CS6 I get the error: And I have two feature requests. 1. Can you add the ability to create color masks from nDo2 files? Something as simple as, it takes all of your nDo2 Layers (Photoshop…
I still don't quite get it. I understand about polygon budget and all and the main reason most people say the fewer polygons/vertices used the better is because of the computer having to link less vertices up to make the model. What I am mainly focusing on is the shader. From what I know, the vertex shader calculates how…