There are tonnes of ways you could do the same thing, whatever is "best" is whatever you find quickest/easiest. You could slice across the cube (snapping to the extrusion's end), delete the hidden face and merge vertices. You could delete the righthand cube and do two extrusions at different values to create the halfcube +…
Hmmm. Thanks for these. What did you do differently? Only thing I could think of was, I put an edit poly modifier on the top of my stack, and applied the smoothing group information to that. Not sure if that's bad practice. Also, whenever I try and bake a normal with xnormal using an external cage, it gives me an error…
I feel like you might want to reign in the street size so you have less space to fill with things like cars and various street props. (shakes fist @ cholden) While were on the subject- what do you plan on doing there? Maybe some parked vehicles? It also might be a good idea to make some larger skybox buildings that add to…
achillesian: in reference to your signature - That doesn't mean you shouldn't try to get at least a little bit closer. I realise this is the speed model thread, but a bit more effort would've gone a long way toward making this look less rushed and blobby. Jaco: very nice definition of the planes. Overall, the bottom half…
that is vertex position precision. it has nothing to do with textures or normal maps. cryengine optimized vertex position so if you have a object with small details that are further away from 0.0.0 origin then those vertex position are optimized. only way to minimize this is to separate the head and export it as its own…
your approach is fine but put more topology in her cranium area and her breasts even if it wont be in your final game model. you want the topology to be as even as possible for sculpting, if parts arent even in the topology and have too little geometry then itll mess that area up compared to the rest of your sculpt. with…
Been working on the lighting. I created a tiling panel texture in Substance for the ceiling. Due to the constrains of working with 5 texture groups, I'm looking for a way to force Maya to repeat UV tiling across specific constraints on the UV layout (i.e. have my trees UV mapped to 0.0-0.5 of both horizontal and vertical,…
off the top of my head: ctrl+delete will delete verts and edges when you have an edge loop selected. So many wasted hours reselecting verts to remove them. 3 on the keyboard - subdivision preview. pretty much what it says on the tin. 1 on the keyboard to return to cage. j on the keyboard gives an incremental snap.…
I will have to model for an custom engine, which doesn't have any roadtools at the moment. I have done some things like this before, but getting some more complex stuff was very very labor intensive, almost everything had to be done by moving single vertices which made my head blow. So i'm looking for some sort of…
That is not entirely true. It is the line that is parallel to your line of sight when you look straight. The actual area where the sky meets the ground can be placed where ever, but the lines of your drawing must all converge to your points placed on the horizon line. When you move the horizon line up or down you are…