Been in this position also. I remember trying to remove AO caused by floaters... oh boy... those were the days. Like Kanga I also went done the self taught/tutorial route and learn't almost everything from Digital Tutors and 3Dmotive. I really struggled with normals and AO but after some simple UV guides and demonstrations…
I'm currently working on a robot arm for a school assignment. I started working on it on Saturday and has to be fully textured by the 7th of January. I used this awesome concept. I tried to stick relatively close to the concept, but used my own interpretation for some parts. Here's what I've got right now: (forgot to…
hey everyone! so yeah... this is my new project that is due this monday night.. i had started on wednesday night when i got the project... I am really REALLY struggling here on this one though! I have started over a couple of time trying to figure out the best way to tackle a piece like this thats so freaky detailed! I…
i saw this in the halo reach deliver hope video, and thought it was pretty cool so i decided to give it a go. original concept is by Isaac Hannaford and can be found here in this bungie weekly update. nothing spectacular compared to all these other guys posting their ACTUAL work on halo but its a start. i know about the…
Max - Quad menus. I have mine totally customized, so nearly everything I use is either there or hotkeyed. I keep the command panel up because it shows the modifier stack and current sub-object level, but aside from that I hardly ever actually have to click over there. Photoshop - I really like the color floater with the…
so my first criticism would be in the form of a single word: floaters. the hole at the front and the speaker on the side could both be made of floating geometry that would mean your speaker box would be made of at most, 20 triangles. same goes for the panel on the back, with the knobs. the speaker mesh could be heavily…
Yeah, it's that simple. Or pretty close. 1. Add a Skylight to the scene. 2. Add a VertexPaint modifier to your mesh. In the floater, choose the top-left colored box button (to see your vert colors). 3. In the modifier choose: Lighting Only, Color by Vertex. 4. Click on Radiosity Setup... change that drop down to Radiosity.…
Hm, looks like a sub-d model. In that case, no need to overly optimise as long the desired shading is achieved. Maybe you find fitting examples in this thread: https://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking/p176 or in the wiki…
Hello polycounters! I've been working on this model of a prosthetic arm for a bit now and wanted to put it up for some feedback. I'm mostly done with the high poly for now, working on the low-poly and UV's at the moment. I'm mostly curious about the extra griebely bits/floaters on the high poly, I want to add more, but…
hiya people just got a few quick question before i carry on. 1. Is it perfectly fine to have floating geometry in my high poly and will there be any bake problems if there is? 2. Should i try and make my low poly one connected piece, (no floaters) except the wheels? 3. Also i plan on mirroring the UV's as the model is…