Couple of nitpicks: Your Semi/Full Selector is VERY small. It looks like I'd need tweezers to turn it. The real one is alsmost as big as an ar-15's. That's a Mac 11, which is a little smaller, but still. The Pin that you have going through the gun, just above and to the left of that selector, isn't there. That Pin IS the…
try and get these edge loops straigtend out first- Rotate the loops to line them up in a radial fashion. Keep in mind to scale them to keep with width of the bar consistant. (dont let rotating them squash the bar) Also next time you attempt something like this, try looking into what the term "loft" means. Lofting is an…
Think about a backup solution, at least for your work files. As for more affordable extra monitor space down the line, you sometimes can get decent used monitors really cheap from office liquidations etc. Won't have the greatest color accuracy if they've been running for a while (especially if that was at full brightness),…
Hey ho, here's a short summary of what I'm into but what I'm asking is more a low-level-question I'm exporting a model from 3ds max with my own exporter to gta4-community-open-format this get's through openIV into gta4 Now my Problem: All parts of my model where the uvs are (more or less) rotated 90° to the left are…
Hello, Have a trouble while I was unwrapping in 3ds max (v.9) and looking for some help. I have a mesh which is symetrical only per same direction (top and bottom has different texture but both are symetrical themsleves) In the UVW editor (Chuggnut v 1.5), found 'Index Rotate' command, and tried but it didn't work well for…
I didn't go too much into details (for example metal wearing, scratches etc) because I will actually bring those up when texturing. Now you must be wondeing why the hell are those shooulderpads crossing like that. Well, actually if you can see the models right side is cloth/leathery armor and the left side a bit more…
Hi guys. I'm trying to get the workings of modular environment construction down. I wanted to start pretty simple, so I relatively flat building was first. here there is a little left to do. you see the detailing running vertically down the ends of those are not done, they are also missing from the corners above the main…
Been working on a Tardis from Doctor Who for a while now and gotten a bit stuck. For the most part, I've stuck with the design from the 10th Doctor's Tardis, as seen in the image below, although I've taken some freedoms here and there and tried to make it a bit more worn. At first, I was thinking about making it quite worn…
So for those of you that have had the fortune (or misfortune) of using the Torque engine. Can you tell me these two items that I have had a hard time searching for an answer to. Tangent space maps: Red should be left or right? Programmer thought left but unsure. In case he was wrong and should be right, I just would need…
This is a very interesting composition. I noticed the tall rock formations in the distance on the left resemble the tall cyberpunk buildings on the left. That's very good attention too detail. Though there seem to be more rock formations amidst the fog. This gives the idea that these rock formations were broken down and…