Thanks gir! Will try and improve the realism of my metals on my next project! So here's some more shots of the model, as well as wireframes and texture maps. There's some more info on the making of this character on my website, if anyone has any questions or feedback please post :)
Just really nice !! I hope I will make so beautiful texture for my project ^^ Keep it up ! Maybe you can make a little tuto or tell more about your workflow ? :) And you make my day if you show me your wireframe.
I assume you are aiming for that Tron Legacy look, but i just wanted to link to a few screens that are from the first movie that this design is based on. I got some wireframe shots so it should be easy to read the basic shape from these: good luck any way
Nice simple layout, good content I love it! The only crit I have is that the wireframe render-er you are using doesn't display ALL the edges, making things look more low poly than they really are. The next/previous buttons work for me /shrug
Hey R I don't know if this what you are looking into already, but animation>preview should give you exactly that : a viewport capture taken from within Max. Only thing is that you might want to force in 'shaded mode' to avoid taking wireframe shots now and then..,
Do you mean that you have a double sided piece of clothing, and that the weights on one side are different than the back side? quickest way to solve that which I know if is to select by vertex and apply weights by flood fill. Then you can smooth it afterwards if needed. This way you can make a vertex selection in wireframe…
can you show the wireframe for your building. Mudbox is tries to subdivide the mesh itself, you need to add edgeloops and support edges to your mesh to control how it will subdivide in max and maintain your shape. Basically apply a turbosmooth modify inside of max, and thats how mudbox will sub-d
just from the chalk renders i can see you have a lot of pinching in places which leaves me to believe that your topology isn't quite as optimal as it could be. I think if you upload some wireframes people would be able to critique the work better. Interesting concept though.
Like your composition and the lighting isn't too bad but it looks like you're not displaying this stuff in a realtime engine? You should, or if you plan for this to be a pretty rendered scene unlock the full potential of the app you're using. Also more info! Tri counts, wireframe views, module break downs.
It looks like in the top picture that your floor section is not totally flat. That there's a slight height difference between the two sections where the seam is. I'd have a close look at this in wireframe mode. Also you could try fiddling with the brush order to fix the seams. BSP shouldn't create seams like this.