In XSI it lets you slide any component (points, edges and polygons) while preserving the shape of the mesh. Don't think it's posable in Maya. Edge slide is the closest tool, but as the name suggests it only works on edges. Using Edge slide is really your only option. The curve snap method doesn't really work in the same…
That mountain range seems to be at the wrong scale. It seems very small in terms of detail to size. It also looks a bit like you're throwing too many polygons around, especially in the trees, which could give performance issues. (especially with overdraw) And your textures (for the buildings) need a lot of work in regards…
Well you can just select the shells you want and the scale tool will scale them all the same amount. If you want to get all your shells to have roughly the same texel density you can use the layout function in the polygon menu in the UV editor, or personally I use a free plug in called UV Deluxe.
looks pretty fine to me. you could try cutting the edges around his nose and then from the base of his nose down to the mouth. then an edge from ear to ear one or two polygons back from the middle. and you could probably stitch the neck back on. that's how I've unwrapped puppies, cats, squirrels heads at work.
looks like you have bulges on all the slots and electonic machines. since they're mostly touch screen and lcd screen based these days they would be perfectly flat. could save you a few polies. also looks like they're all mirrored. there's probably quite a few polygons that could be shaved without any noticable difference…
Creep den update with tree sketches. Please forgive zbrush for having trouble with lighting the polygons in a proper way. Wanted to have this done today, but this is the second week I'm working on this while sick :P guess my dedication.…
Thanks for updating the installer with the ratGPU.mel script file. It's working great now from within Maya 2012. I've noticed a few things thou. It doesn't support Nurbs models properly. Soft smoothing for polygons is not supported. And finally, how do I use ratGPU to render animations in Maya? Maya Batch doesn't seem to…
yup I was asked to make a base mesh that could be textured or used as a blank for sculpting. I believe the sculpt has to be baked back down on the base mesh for the final though. Oh and I would imagine that with the extra 500 polygons you are allowed to change the UV's. Without changing the UV's there isn't enough space on…
The script(s) look promising I'll have to check them out. I've always done like sage but instead of align view I use make planar XYZ. If I need it to line up with something in particular then in polygon mode I turn on 3D snaps,set it to vert, and grab the corner vert and drag it to the other corner and weld.
the psp scene textures look fat and soft, as in thick, puffy edges. You could tone these down in to thinner, single pixel highlights and it might improve, but you best bet may be in using more polygons and props. Have a look at some of the Untold legends and other similar themed psp games for reference. That apu model…