hope you dont mind, here are some quick crits before i hit the sack. they aren't ment to sound cold. i'm just writing them fast. 1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better. 2) the nose bridge is very wide, and the nostrils are slightly wider than the…
I have created Reynard's rifle over the past couple of days. School has started up, found out I only have the next 4 weeks to finish up all of my portfolio work for my final class. Yikes. Here is the concept by my friend Bennett Jobling: A Side View Render of the high poly model pre-smoothing: A Shot of the "floating"…
I thought it was something to do with triangle-stripping, but I might be wrong. If I'm right, then it means having a row of quads all triangulated in the same direction, so their vertex winding order is always the same. I'm not sure how much of a benefit this is, I seem to remember reading some engines/platforms handle…
yeah doing that fancy method creates and extra row of polys, which I then have to manually delete. was a real pain in the ass the next stage to to make any new cars i make subd 1 then add the panelling/detail it will then be just about smooth looking :/
Right... because no one ever has two rocks in their scene... heh. Two rocks per sheet, nearly 100% of the pixels being used, if you really wanted to use 100% you actually could using the baseball unwrap. I wouldn't use a rectangle texture, its a waste. Most games are set up to expect a specific size. So a material slot…
@DiamondDog The answer is it depends. Is there a workflow specific technical limitation or requirement for all quad grid topology? If this type of topology isn't a hard technical requirement then the answer is: Yes, there are more efficient topology layouts and modeling strategies. Leaving extra geometry (that's a…
Noted, thanks for the great help~ Today is the 3rd day I'm using Maya~ Yes, I encountered some new questions~ Hope you guys can help again, thanks~ The questions are as below~ 01 - Realtime Mirroring In Max, we can mirror an object and edit its poly in realtime. How can we do that in Maya as well? 02 - UV Selection Type In…
make sure that you flip the green channel if you baked normals in max Also, your tri count seems very high, there are a lot of areas that seam really excessive(all the groves modeled in, with multiple edges per grove). And it seems like you've go so much geometry that it is hurting your bakes in some cases. Are the side…
Hey guys, I have been following Tim Bergholz’ Ultimate Weapon tutorial for the last 2 weeks. After watching the modeling videos I got a nice looking AK-M (floaters in yellow). I also followed his edge
straightening instructions and got everything all packed up nice and tidy. However, when it comes to baking
everything goes…
Hi) I wanted to make something for practice and had a weird idea to model something like a Game of Thrones themed shield, or maybe a small scene involving it. My initial aim was to make the shield highly damaged, with few arrows in it and place it on the edge of a cliff, so it would seem like it was abandoned in a battle,…