So I did the corrections and thank god for Blender’s multires system. I didn’t even have to go to Zbrush to slightly inflate the pectoralis area and the shoulders. As I’m struggling for the hard surface elements (the sort of visor that she has in the film), I decided to give myself some slack and go with P5201 hair style.…
While the high looks decent, in my opinion it is not quite hitting the mark with how thin and tiny many things are. By that I am not saying that they should be stylized or exaggerated but rather that they should be making sense in terms of scale, thickness and roundness for things to look like actual sheet metal and/or…
update: Decided to make a Tf2 revolver to polish my hard surface skills a bit. I haven't done a lot of real hard surface modelling though so this might be really bad. Also I just noticed I took these screenshots in orthographic view, please forgive me! Here's my main reference: Still need to add a few things and I need to…
Hellow... Started to learn Blender and UDK to create my game. And i now in corner, can't understand how to make low poly character with hight resolution. This is unfinished model for all characters: Done this with subdivision surface. http://postimage.org/image/i6v7w7o6f/full/ Here is with 0 sub.:…
My old tried and trued Thrustmaster Firestorm 2 is loosing its center point. Will start walking when going full forward, or walking when in neutral. Pisses me off to no end in time trials or dieing because it walked when I was trying to run. Going to try one last take apart and clean, but I think it might be on its last…
Hey folks, Just starting on learning CryEngine - Curious how folks are baking out their normal maps etc. I understand the general process of creating normals (from high res geo) - More so curious about CryEngine specific stuff. (This is also in regards to hard surface/mechanical modeling) How or are you using shading…
Hi, Apologies for asking what is no doubt already seen as a very basic question but tonight is my first time trying to use PBR texturing (in UE4) after years of the usual methods and I just wanted some confirmation that I'm thinking along the right lines for authoring textures So, is the below correct or am I barking up…
Hi, I'm again hitting this topic and maybe someone of the shader coder can lead me into the right direction. I want to bake normal maps in xnormal which show up in ogre as nice as in the xnormal viewer. I would love to know how a typical and simple hlsl shader creates the tangent basis. And how xnormal does it compared to…
Acropora is a procedural voxel modeler for creating complex, organic mesh topologies that are useful for all types of 3D modeling applications. This new release brings voxel modeling to a whole new level, with animation of modifiers and primitives. [FONT=arial, helvetica, sans-serif]Features include:[/FONT] * -A variety of…
Hi everyone, I am modelling quite a cool and different looking Lego house for my portfolio but am unsure how to approach certain areas and need some advice. The house has some cracks in it parts of it which have curved bricks. I have highlighted these parts in red. I am not sure whether to model these into the structure,…