Hi so i remake my gun base on that there was few inaccuracies http://private.crash-3d.com/1911crits.jpg so here is my new if there is somethnig what is inaccuracies pls give me feed back also i want to ask what is your work flow for making low poly should i Smooth topolgy and then reducing polygons or from my mesh with…
I really don't understand where you're using all those polygons on the knife - 2.4k is very high for what you have. The top of the grip should be smoother, and the blade should have two distinct edges. Note the distinct darkening around the finger holes, and the patina on the blade. Also, there's a great deal of pitting…
Thanks Eric, Unfortunately that requires me to hand select each and every overlap by hand and make them their own group (dealing with probably 40 islands that are either mirrored over overlapping out of hundreds), which puts me back at square one. Not being able to even see what are overlapped UV wise because select…
Lonewolf, are you really loading something that is 100 million polygons all into your Max scene? Any reason you're not using something like Vray proxies, so that you can - you know - actually do stuff in the scene and light it and everything? That looks really amazing, and it would be great if you could light and render it…
Some more progress : Zbrush Baking Worklfow is working well for the selected subtool ! http://i.imgur.com/r7ZyEAE.jpg I will add a function the batch obj file, but with a lot of subtools when exporting the hires mesh, that could take a long time, i don't want the user to have Zbrush screen to not respond, if each subtool…
You can set your cleanup tool to not do anything to your geometry while still highlighting possible errors. By setting 'Cleanup effect' to 'Select matching polygons' it will choose the faces that fall into the parameters you defined and just show you where they are :) I like the stone in the staff, nice choice of colors…
I have a simular question I also have an art test, and they gave me these instructions: The ground must be a height field of 20x30m with a 0.5m grid spacing (=40x60 polygon grid). Texture it using 64pixels per meter (=1280x1920pixels). I wounder how to get the right result with the 64 pixels = 1280x1920 texture, do you…
Yes i know of them. Use them for retopo. None of them work as simple, straightforward and painless as this Blender F2 addon seems to work tho. This guy uses the F2 like retopo tools kinda, except it seems to work flawless in mid air which could be a huge time safer for semi organic polygon modeling.…
This example it didn't show my problem and why this helps there. Normally if I use one smoothing group for all related polygons I got problems as soon as the object has oposite normals or some corners. With this methode also complex corners look smooth without a lot of additional vertex. The idea behind it is to create the…
In Maya, in the polygon tool set, under normals, there is a setting for hard and soft edges. If you are using low poly counts you need to use these to dictate how the normals blend together. On hard surface stuff generally all the normals are hard, and on organic stuff they will be all soft. Select your entire mesh and…