Naahh... this is the spoiler tag free thread, you can talk about whatever relates to the walking dead. Besides someone already spilled the beans on Hershel's barn in this thread already, heh.
I really like the additions you made in the new 'back to modeling' phase. What about adding the cocking lever to it as well? Also where do the expended shells eject from?
Nice title, score one for professionalism. As Daz said, it all looks modeled, I really don't see any normal map save the emblem on the handle. Swell render though.
Jeebus, amazing reference and lovely photos, thanks Jackablade! Yeah, some of the nice beetle-shell speculars found in that site are exactly what I was thinking would work well for this model.
I am using Maya. I have hard edges on the borders of UV shells (regular lines - hard, dotted lines - soft). That's actually it! I can't believe that solution was so simple all along! After triangulating it in Maya before exporting, everything looks correct. In the past I was always triangulating my meshes. But it was a…
I'm trying to move a UV shell from -1,1 to 1,1, but can't figure out a way to do it with a command except manually with the move tool. I'm not sure exactly how to do it can I get some help please!?
I know it's really expensive for what it is, but I may need to get one. I've heard varying reports that for playing games it's swell, but for beefy demo downloading and whatnot it goes slooooow. Anyone have a different opinion?
@3DKlassen Hey man, thanks for the kind words! My main references was Blade Runner, Ghost in the Shell, Cyberpunk 2077, so it's good to hear that i made the mood that i want
Oh one more thing, my uvs are sliced in two indentical shells and stacked on top of each others for Uv map optimisation, i do believe that could be a critical information