Check the size of the helmet compared to his head, right now it looks a little small. My snell helmet is a really cheap model and it is huge compared to the size of my head.
1) make the pipes out of a spline and turn on "enable in viewport" to create the bend. 2) use the quickslice tool to cut across the separate shells. Then bridge between the pieces that remain.
Ok, update on the hair. I redid some of its Geometry and smoothed the outer shells, soon I shall add the detail hairs. ( random strands and thinner hair areas ).
Anyone have good dents and dings brushes they like to share ? Such as shell hits on armor that dont penetrate all the way. Would also be very useful to me as alphas in zbrush.
Wicked mad Krabtank. Are those things on the back the shell loaders? They seem a little bit off the main design as far as asthetics. The low poly construction gonna be fun...lol
I like the direction you're going. Maybe incorporate some of the details from the Millennium Falcon onto the pistol in areas. Like the side cockpit on the shell release cover or something.
im not following you sorry. Take a diffuse map for example. i want to be able to paint across uv shells so that it lines up correctly, any ways to do this?
You have NightshadeUV that has some tools to orient uv shell and straighten uv pretty fast and is up to date.. http://www.creativecrash.com/maya/script/nightshade-uv-editor
Hmm, there is no such thing has parts of pixels, so no. Is this piece the one with your tile covering the entire uv shell? If it tiles perfectly in photoshop then it is your uv island that is causing the issue.
FROM DA GRAVE! I like.Glad your bringing her back.I must say though, the shell on dem boots is out of control.Push that thickness in a bit and your good to go.