the lip and chin are too far forward, making the profile appear odd. also, the 3 edges at the tip of the nose give it a sharp unnatural shape, take one out. use a profile image as a reference to get the right shapes. here are some other areas that should be retouched: as well as some lines to suggest preferred edge loops…
Ah yes the invisible edge thing! This can be a major pain in the ass in max, as max seems to render the quad without respect to which way the invisible edge is facing. You would think it would be smart enough to render it correctly. I've had to "debug" issues like this by going in and turning edges after i've baked to get…
Thanks for all the great replies everyone! My process for tiling goes something like this; I offset the texture so all four sides wrap around, and then I pick an area and use the clone stamp with a soft edge, use the patch tool, or I try and Ctrl copy the edges so they match each other using the selection tool or marquee…
Sorry guys, I can't agree on the green lines. Now that I know what they are I understand, but it still doesn't look like what it's suppose to be. The effect you are trying to get with the lines is best described by keeping some of the paint's hard edges, as well as creating lots of damaged fringes , almost like buckshot…
It just looks as though you have soft normals over a sharp angle. First off, go to normals>unlock normals. Then select your object in object mode and do normals>harden edge. If you want to soften some of the edges, select them manually and set the normals to soft, or shift+right click on the model, choose soften/harden…
Hey, I meant to post this over on your thread at halflife2.net, but you seem kind of inconsistent in how you're modeling. Blade A for instance has an edge that goes down the middle, which I am assuming is for texture mirroring purposes, but your others don't have that. And if you're planning on texturing each side…
I would agree with what has been said already - right now is a very difficult time to get jobs in general. It looks like you know the workflows technically, but your works are too basic/not complex enough for a full portfolio piece. What I mean by that is not that you should start creating huge environments or characters,…
Using Fresnel does not cause the issue, but also doesn't give me the desired result. I want to remove cards that face the camera, but as the normals of the tree have been edited the fresnel will only detect the edges of the tree (similar to fresnel on a sphere), so that method won't work with the vertex nromal information…
Okey look, im soon to have a mental breakdown, Why the hell does it have to take so much damn effort to make a extremly simple shape? I mean what the hell. Am i missing something here?! Here is some splines with a surface modifier, looks good? NO. if we look at the wire beneath we can see that it pushes the polies up and…
Hi! I'm working on a cartoon-ish game at the moment and we are using vertex color only to paint our objects. Most of the time, I'm colouring per face in 3d studio, so I can get hard edges in the colouration. It works pretty fine in max, but when it comes to export it as a fbx (or any other format), the face color…