For me it's deciding on whether to bail on current plans to attend this, but it seems like i might :P. I graduated from FIEA in December and had 2 opportunities to go to Manny's presentations, the first one I spaced out and forgot (but it was in the weeks preceding our vertical slice presentations). The second time was…
Actually, when viewing you Gif again, I see it is a relic of Cut but maybe not my initial guess. Instead of two coincident vertices, you may also have a vertex just off of the main edge of your strip--creating a five-sided polygon. This is still a result of using Cut and not being careful with the placement. I suggest you…
What BARDLER said and plus + for me your thumbnails look messy, try to make your thumbnails equal size + Why vertical spacing but not horizontal ? Use grid. + one tip for a faster loading; use the actual small size images for thumbnails because if you used large images and use HTML to resize it, the browser actually have…
I hate the fact that it happens irregularly and not every time i create a shape. This leads me to believe it is not a setting, but some issue with those shape creation tools itself. Example, i just went into max again and made a box and a cube. Neither of them had the out of place vertices. I deleted them and made another…
Sepp_Brannigan I like your day-time color scheme much more than your night (although I also love the window reflections you got going on there as well.) Biggest things bugging me atm would be the textures on your door (those plain horizontal and vertical strips) keep drawing my eye in as out of place. Keep up the good…
Hey everyone! I was working on a shader for udk last night here is what I came up with. my shader allows me to control how many cracks are put on a mesh how much the normals for those cracks show up, where to place a sand texture, and how much to raise vertices based on where the sand is to give the illusion the sand has…
I may have had the Internet starting out, but I didn't make very good use of it. YouTube wasn't a thing, and it didn't really occur to me to look up guides. When I started out at 14, I was making models in GMax by literally placing individual vertices, and then connecting them. I think it's pretty rare for someone to have…
It's common practice if your are going to use vertex lighting in your scene. Having the extra verts around the pipe where it hits the ceiling allows for smoother vertex lighting, since there's more vertices to be lit. That's also why you'll see some walls divided up into a bunch of smaller quads, even though the extra…
The arms should be in a relaxed, natural pose - right now they're straight as pokers, that's definitely not gonna help the look of the model, or ease of rigging/animating. Her skirt/loincloth thing seems to have way too many vertical strips of polys, unless you're planning to make it ripple crazily. Good start though - try…
What do you mean flip? You mean flip as in the UVs are now exactly a mirror image of what they were before? Or do you mean moving them from one ID to another? If you mean just mirroring them, there is a little button that looks like his >|< at the top of the UV window, that will flip it in the horizontal axis, and if you…