Here's some new wires from a quick clean up, I reduced the geometry drastically compared to the last wire frame spaced my quads a little bit more evenly and followed Adam's advice on straightening my vertical loops. I think the result is much cleaner than my previous just have a lot of re adjusting to do now :)
The vertical 'teeth' on the tread are much too wide, but I don't know if that's part of the original design. Conversely, the teeth on the drive sprocket should be much farther out, with the teeth falling between individual tracks. I'd expect the commander's cupola to rotate, allowing the secondary gun to train & elevate…
There's your culprit. Polygroups need to be created on the lowest level. The prevents them from trying to exist on vertices that don't exist when you step down a level (creating a situation where you have up to 4 different polygroups competing for the same quad that subdivided to create them). You can also run into similar…
There are some Turbosmooth Artifacts on the stock and Specular seems too glossy but apart from those minor issues, it looks AMAZING overall especially the receiver! Keep it up BTW, mind posting some pics of the editable poly wireframe before connecting the vertices? I am having problems figuring out how to model the…
check out Ben Clowards DVD's. Really good stuff and works up from simple Diffuse HLSL to animating vertice points in 3rd DVD. (Haven't got 3rd DVD yet but the first two are awesome. Note he does focus on 3ds max but havent had a problem moving to maya. Just need to reference maya HLSL shaders)
I don't know if it's because that's an orthographic screencap, but the biggest thing for me is the forehead is too flat/vertical. Men in general have more slanted foreheads than women, but Cage's is particularly angled - all the way back through his receded hairline. Fix that and I think you'll see a big improvement,…
Turn on the Poly Count HUD and select the object to see if it still holds any vertices. If the second column says 0 you're out of luck. You can also turn on shape nodes in the outliner to check if there's anything below the transform node. Have you been switching between different versions of Maya? I've had this happen…
Check if the mesh is actually defective (vertices or faces overlapping or twisted) or, more likely, if you are seeing the results of smoothing groups. (Zbrush doesn't used those, I think). Remove the latter or apply automatic ones with a lower angle threshold. You could also try to apply area/face weighted vertex normals…
following on from what slave said, The recoil on this beast would be huge, so instead of just a vertical stand possibly create a sort of rail system for the entire gun to recoil back on and hydraulics push it back into place? Otherwise it looks like it could such collapse and not be such a world destroying weapon, which…
Very nice! Not exactly true about the non-destructive part though... Edit Poly is dependent on the number of vertices coming up the stack, it will freak out if you change the segment count in the Plane below. I have to teach a lot of new modellers about this. It really sucks to get an OpenSubdiv with a couple Edit Poly's…