Just like how destructible objects are made : by making sure that the vertex normals are seamless across both parts (initially by re-averaging across the seam, and then later on when doing more parts by transferring the data from the edge of a previously authored model). So yes, very much something to worry about - a lot…
Thanks for your opinion. The main reason I went to uni was to figure out what exactly I wanted to do because initially I didn't know I wanted to specifically get into 3D Characters. I think my best option now is to to do everything to try and improve my portfolio online.
Nice work, but I rather liked the initial version better; it seemed like it would allow the user to focus on more important things in the scene, whereas the later ones try to draw attention to what is probably a completely insignificant part of the level. TF2 uses some nice low-contrast environment textures too.
Added arms, done some more of the head and changed heaps of things. Looks like this is definately going to be for a high poly scene now. Maybe a game related one later on. I tried to make the face female initially, but it looks more male lol. I'm not too fond of making characters... Uploaded with ImageShack.us
Actually you're already using the best UVing tool :) You don't need to worry - there's still no better tools to do this job. The only thing UVLayout is lacking is low level operations like customized pivot when rotating or scaling - but these operations are package related actually. And UVLayout was designed as a high…
I've started working on the character's head in Mudbox. Initially I started off with a cube for the basemesh and then using the grab brush to get the general form of the head. I then proceeded with drawing curves and using retopologize in order to get good topology to sculpt on. If you have any feedback whatsoever please…
server has been reset with a new world seed: 1672184498917379323 there is a npc village near initial spawn that has been secured. you'll find a house with several beds in it so you can set up a spawn point inside the safe area untill you get your own area set up.
You say you can code so my suggestion would be to get a prototype up and running. Ideas don't often excite people to action (too many projects like this - "I have an idea! I just need a team..."), but running demos DO. Take the initiative to show people that you're serious...
This is looking really nice, I love the initial lighting set-up you have with the blockout scene :) If you are having trouble scaling things, try plonking a few Ironguard Skeletal Meshes at key points throughout the scene to better judge sizes against humans. I can't wait to see more. *Subscribed*
I have to agree with Joe about the rust. Keep in mind that rust tends to spread from an initial flaw, often following bends or curves. The edges of wheel wells are often among the first places to rust, along with the roof. The oxidation is also a bit too complete - it should be larger than the rusted areas, but not…