Really really cool you pulled all this together. I'm impressed with your initiative and organization. I'm inspired and also totally feel like I'm not doing enough for the community at large. Curse yo..er Thanks!! B
Here is another update on some more run cycles I tried to use. Run B: Run C: Let me know if anyone has any more ideas they might think that are cool or interesting for my character.
Are they emailing out codes? Or do i have to send out a support ticket and wait a week to get my code? Man I wish i had this version for this last milestone...would've helped me a ton! B
I like B but I would remove the ring connecting them so they're floating icicles, it gives you more tris to work with. Also you could try varying the size and placement of the fragments to give it interest
http://www.gameinformer.com/games/resident_evil_6/b/xbox360/archive/2012/04/10/new-screens-show-off-wesker-39-s-son-sherry-birkin.aspx NEW TRAILER!! All I have to say is...PLOT TWISTS.
a] oh okay b] darn! is anything good in ontario? toronto more specifically? or am i gonna have to go to vancouver/montreal/quebec city etc. etc. c] sorry for the thread-jacking i've just commited !
badass as usual b-spanky. love the colors. gold on the weapons feels a little bland, but meh, i wouldnt complain if it chopped my head off. makes me want to make some 256 skins again! yarrrrrrrrrr
I dont think zB will quadify your mesh on import. You can however do that operation yourself by making a copy (duplicate) subtool and then running zremesher on it. There are a number of sliders associated with the tool and if you check it out on youtube there are also a couple of different algorithms you can try out to see…
Hey man, I think your concept is pretty cool but your model so far isn't really standing up to them. I know it might be super frustrating, but honestly I suggest going back to the sculpting phase. MM brought up a lot of good points, like overall polish/quality/uneven shapes. It doesnt look like these things have been…
To answer your initial question "why should I bother" A - More efficient, less vertices. B - Less UV seams to deal with. C - Higher quality. It can be difficult to mask hard edges with rounded normals. This is actually incorrect. When you harden an edge, what actually happens is the verts get doubled, with vert normals…