Hey Guys, thanks for your comments. Jerome: Hehe, not cords...I was thinking more like ribbed leather. Kind of like what you see on some motorcycle jackets. Can you think of a way to make the belts look stronger? I almost want to give him all of his equipment is scraps from...victims or something. But I don't want it to…
Haha, I can imagine Jackablade - just this little experience had me annoyed. And Jeffro - it's been a while! Thanks for the suggestion, but assigning different shaders didn't seem to work for me :\ . I searched around a little bit and it seems the sorting is done by bounding box, so I extracted each face apart at the…
Interesting, apparently wireframes are against photobucket's policy... Odd. Anyway, I finally did some more work on her and she's almost "right" (considering the basis, I don't think she'd ever be truly right). Anyway, I need to figure out what props and such to add to her so she's not boring. Gonna do scavenger goggles…
Again... Polycount is an art board. There is only one. It is not normally involved with the production of weapons for commercial titles. So how many polycounts are in those weapons? Probably none. Poly count is the total number of polys in a 3D object. BTW count triangles not polys. How many polys in a piece of string is a…
Overall I'd say the model looks pretty solid. Texture work is pretty nice, but I think there might be a few too many scratches. The car looks like it's on display to get keyed by anyone who walks by it lol. It's good to have some scratches to give it that metal feel, but try to put them in places that would make more…
So I was wondering if anyone has a nice human head modeled for a 2000 poly character, that I might compare mine with. I am really having a hard time figuring whether I am on the right track, while using the Gnomon Game Head DVD. The problem is, if I follow his tut too closely I'm afraid the head will have WAY too much…
As sad as it sounds, the picture I posted there is the model at subdivision level 8. I remade it to post it here and kept it simple because I already knew the details wouldn't translate correctly and I might need to fix something from the model, or something. I want to make a much more detailed version, but I fear I might…
You can change the size of joints in the Channel Box, that might make them easier to select. One thing that really annoys me about Maya's selection in general (especially becomes apparent when dealing with joints, lots of hierarchy relations), is if you select just the parent of a joint chain, it highlights the whole chain…
I can't post the actual model/maps, but I've got a shallow indent in the highpoly, with the low poly lying flat above it. The indent is showing as a missed raycast on the wireframe/ray failure map. So it looks like the rays are cast out from the low poly to the cage, and rendering correctly, but it never goes inward to…
Daz, thanks for the bevel advice I'm using the BPT bevel now and it helps out the workflow a bit. Poop, I'm not using Max but your wire frame helps me out. I guess my real question was does everyone have to spend a lot of time on a high poly weapon to get the hard edges looking right and it appears they do. I'm curious how…