It would probably have been smart to at least give him a right index finger so he can shoot stuff. And the head looks somewhat messy, with a lot of unneeded triangles on the chin/mouth but too few to round out the cranium. Especially in the rear shots he looks like a pyramid. Some smaller things: I would have cut some…
You have the boards smoothed, so this is a clear case of that same smoothing just carrying over a little too heavily in the lighting, not lightmapping or normalmaps - manually adjust the vertex normals of each planar face (ie all faces but the bevels) to align to their faces and you'll get correct lighting. Since you're…
thank you guys :) still a lot of work ahead but hes ... heading in the right direction. rob i think you are right, the whole eyesocket just looks a bit too round to be real. although i think the skin smoothness works in my favor here. it looks like i went a bit too far, going to smooth it out a bit and see what that…
Ok before you say my geometry is far too dense, I'll say why. There is embossed text on the inside of the shell, so I had to collapse my smooth down before I booleaned the text in. This is for close up photorealistic shots so I needed high smoothing. Ok my seams went all around the holes and the main seam went around the…
Thank you! I agree with you, the blade is too glossy. The metal itself is not very glossy due to the sharpening and the metal structure itself, however the blade is usually polished and oiled which adds a second glossy layer. It's a bit tricky to find the sweet spot. If I make it too rough it looks like an aluminium…
It will be a 18cm miniature, do you think that the dress is too thin ? I will try to make the tails stick to the dress to avoid it breaks. I don't think that my client cares about the price though, he already printed big figurines like that. Also, he showed me a sculpt which was not smooth at all and under 1 million…
My first post :D This Reference is from a tutorial on 3D-motive that i'm going through in order to learn methods to creating assets for games. The work-flow uses 3dsmax where the lowpoly is modeled and then the highpoly details are added though another edit poly modifier with a turbo smooth with either 1 or 2 iterations.…
basically, 3ds always maintains an implicit division of n-gons into triangles. the implicit edges used to triangulate them are called "hidden edges." for whatever reason, in editable poly, these n-gons are always smoothed within themselves, even if they have no smoothing group assigned. but in editable mesh, this isn't the…
And yet another question... Is there a wikipage for setting up the Crossbow rig? I have no idea how you guys set up this rig (what is skinned to what in the example mesh? Smooth or rigid binding?) Do I just rigid bind the whole thing to the root node? I got it in to the editor, but I am almost certain that I rigged it…
Here is my current progress with normal map baking. I have gone through quite a bit of different methods and techniques for getting a decent map, and this is my best result. My workflow so far: -Create poly mesh in Maya designing around the results of the smooth proxy preview adding edgeloops and beveling when needed to…