Well at a glance, they're not the same weapon there's definitely a distinct difference between the two. 'Tan colored' polymer version on the right has a longer barrel, possibly 4" length so yes as you've guessed probably a later variant, hence the area marked in red will obviously not match in either ortho or pers view.…
No actually its a very big difference if you are just pushing polygon surfaces around based on a thin surface or having an actual volumetric voxel grid which can get holes and cut in any shape. Its like using clay vs shaping a tin can. Or like a voxel terrain vs a normal terrain. Havent used the blender one but in one…
Thankyou here is my reference image . Thanks , I want to learn hard surface modeling , so I am going for option 2. I am thinking of rendering it throught materials , not sure if I want or will texture it unless may be in a photoshop paintover , but thats too far in future for now . I have been watching several tutorials…
General update. [ame="https://www.youtube.com/watch?v=U1Qwrqbr_Q0"]Turntable video of the limbs posed against each other.[/ame] I finished the hands and arm - (I could work on them for twice as long but need to move on) and finished most of the leg. I've got the entire foot and ankle assembled and ready for rigging and the…
Hey, I'm the asshole whom Mark quoted making the rude comments. Sorry about that, I was being harsh to a random link sent to me via instant messaging, had no clue my comments would end up on this forum (or anywhere on the internets, for that matter). So for a change I'll try to be helpful in a polite way :) Let's start…
Some tips for modeling cars (can be applied elsewhere) 1: Anything that is one surface, is modeled as one surface. As you can see from the reference pics, both doors form (when closed) one smooth shape, that continues to the boot. You do this so that reflections look 1000% better on the final model because you'll have…
Its more scaling than clamping, but yes you'd use a histogram to see where your peak values lie. The roughness range really matters actually. And yes it varies but not by a huge amount. This isn't specifically roughness like "Its been scratched up", its roughness like, "Its molecular structure at the boundary between the…
Lots of good discussion going on. About perna's post, I wasn't taking it personally for myself as much as for the ton of artists I know. Plus I'm not in the best of moods and like i said prone to irritability these days. I could go on forever trying to explain how my portfolio ended up so uniform in theme. But long story…
Morphs and BlendShapes are great, you have precise control over the shapes you need so you don't have the eyeball clipping through the lids, but they can be tech heavy and morphs aren't always a good idea for every face in every game/engine. Morphs can also be a problem with some eye sockets if they aren't modeled in…
So one concession: skinning in Maya before 2008 (or 8.5? can't remember) sucked. Even though the skin scripting sucks for Max, its basic workflow and capabilities was/is much better. I know Maya redid their entire skinning system to make it non-destructive, like Max's is, in 8 or 2008, and from what I hear this made it…