Moving verts with soft select was also my first intention, as long it is not a mayor change to the general shape of the mesh i guess this is okay. Maybe try ro add some "supporting" edgeloops/faces to retopo mesh near the "problem-area, so that the touching mesh can "flow and bend" better to avoid that "clipping" That is…
With soft selection on you mean, merging tiles with the roof (right now tiles are separates elements)? That is pushing vertices all over the place on the tiles and produces real ugly results. There's got to be a way to do this properly, the guys at Crystal Dynamics did it all over the place for Tomb Raider, and in later…
I'd be hugely thankful of any paintovers with regards to scales and things that are making these things look like doll heads so I can fix things up or at the very least sort it for the future. I'll try on the ears again for next time, I do suck at ears. And the paint, i'll try a bit more there, make the blend less soft.
I basically took me working model and applied turbosmooth to a clone, with Smoothing Groups on. So the high looks pretty much the same, except the areas on the inside of the shells are much smoother. My goal in baking was to fix THAT, not to get soft edges across my smoothing groups. I'll post some more pictures when I get…
Mr.Paris: yeah for some reason they appear soft, but according to my static mesh editor it appears fine. I guess I have to mess around with my lighting. DeadyFreeze: I threw on an unsharp mask, I think that helped it a bit. I may consider resculpting the bricks now that I look at it again... Thanks for the input guys.
Basically what leleuxart said, pillars are too soft and lumpy. Try to get some harder edges in there and tighten things up a little. I'd suggest not having those large spaces between all the bricks on the pillars, looks really fake/drawn on. Make some really deep cracks and cuts, define your forms/shapes more.
Well you guys have to remember - these cops drove up on a situation that for all they knew the worst case scenario means they get shot by a high caliber weapon that pierces the steel heart plate on their vest and kills them. being in the game industry we've got a really low chance of getting killed at work - makes us a bit…
Graduating from USC in December 2013, took two months before I re-upped a contract with TapZen. Huy Dinh, my assoc. Art Director there, mentored me something fierce. Learned a lot of subtle technical and soft skillsto prep me for early professional work, making sure I took care of noob mistakes earlier.
Well, I fixed it.. At first i did the edge constraint thing and move pulled them further away..but it wasnt making the edges soft enough. I had to chamfer it to get the desired smooth edge, the needed support edges were in the way and i couldn't remove them because they were supporting another edge. It's a bit better >_<
Some examples of both cubemap reflection and cubemap diffuse. http://zellersamuel.wordpress.com/2010/03/06/cubemaps/ Diffuse cube lighting is basically a quick hack to get soft ambient-style lighting, but it's very static, you need a new cubemap when your character goes inside for example. UDK now has better more-accurate…