Heya, fellow boltgun crafter first off: nice choice of weapon. It's looking really cool, and has the right bolter-look (sturdy and stuff). I've got some remarks for you though. If you are going for low poly, you have to save up on quads wherever possible, as long as your silhouette doesn't pay for it. it could help…
OK i've been looking at it a bit more.. goto wait for the other posts to be moderated before this one so you might get a burst of wrong answers as I tried to find the solution which haven't gone through the system yet. First time on here ya see ^_^ OK... I noticed I had the problem after trying to adopt another files unit…
sup- thought I should chime in as I gave a critique to some other kid about his work- and he cited yours as reference. I wasnt trying to badmouth your work- your HP skills are extraordinary! One thing that I feel would make this scene start to sing is some large shapes- right now you have lots of super sexy high-frequency…
You cant use normal measurements. Its all about feeling. I have created a character 183 Units high, in the console i use a command to set another camera heigth (x2.4). (Important is that camera level is not always eye level) FoV 85-90 degrees for Pc is good. [ame="http://www.youtube.com/watch?v=blZUao2jTGA"]EPISODE 29 FOV…
for terrain vertex-blending would definitely be most suited. texture stuff would eat too much memory, and for a race game its sufficient to have vertex accuracy and just spend a few more tris to get good enough vertex blend zones. about decals, the most efficient way would be packing different "grooves" next to each other…
Nice work. I am working on rigging and animating (using purchased animations) some characters right now as well, although my models have a lot more vertices than this. I've learned a few things so far that I can share. 1. The topology is one factor among many that are going to determine how well you model looks during…
Hi Ginsplosion. As far as I saw there are some topology issues. adding chamfers in those places will stop the 'fight for normal' between neighboring faces. Each pointed edge has only two vertices. Every vertex on them has only one normal direction and at the same time four faces which share this normal. This scenario will…
nicely done! I guess you have been busy with these projets! :D a few tips regarding uvws: it's a good idea to keep everything that you can "vertical" on the uvws. for example, try and avoid rotating the head in the uvw space, keep it straight ( you can see thick white lines on the image below to show you some of the…
I got you buddy :smile: Select any number of face vertices, the first being that which you want to copy from. Run the MEL script below. This will copy the normal direction from the first face vertex to all other selected. Code is commented so you can see what I'm doing to get there. Hope this works for you :) //Enables…
Long story short, when you create maps in a program like Xnormal, only the lowpoly mesh needs UV coordinates. The highpoly model doesn't need UVs, or matching topology / vertices; it's surface only needs to occupy the same general space as the lowpoly model. The baking tool will start a certain distance out from the…