Good start! I noticed a few things with your high and low poly though. A - The top of the handle could be more rounded right here. B - The transition from the handle to the main canister needs a bit more attention. You can try to use this weld brush in zbrush on the high poly to get a better transition…
Hello ! After a long while, deep into Baking and substance tutorials, I realized the design was not working. Something was off. I asked Svartberg if he could give me some feedback, as his Leona was super cool and he gave a lot of nice ideas regarding another cool piece here, a Ciri/Overwatch. He gave me really really nice…
Thanks ENDOMI, I was hoping that was the case. And wouldn't lead to problems later. And so, for an 180degree bend, just do the same too eh? Make the ends planar to eachother and the move the point so the closest gridpoint?
Currently i am total noob on textures. I wanted to make sure that my pipeline is good and i can get result out of it. Plan was to create Sculpt (statue) and then build effect on to in in Houdini. I have used a bit Houdini before. What i have currently done is: sculpt in zbrush. When it is 100% done i will decimate it and…
Hello guys, Thanks for all your support and positive crits. I am glad you enjoyed the tutorial, I promise you next time it will be better. It was after all my first tutorial hehe. As for the polycount- The whole thing is 1820 Tris I will you posted by tonight after I polish it up!
I know this isn't a tutorial thread but: I almost never touch the smoothing group numbers in Max - running a complete Auto Smooth, while twiddling the angle value, will get you most of the way there. If you want specific faces hard: select the faces, turn auto smooth angle up to 180 and click Auto Smooth.
Hey guys, Thank-you soo much for the speed of feedback I really appreciate it. @Fearian Cheers, I agree those last three were less about the composition and more showing you guys parts that were kind of lost in the previous shots. If you've got time d'you mind taking a look at them and letting me know which ones you like?…
http://www.polycount.com/forum/showpost.php?p=1875230&postcount=29 I had to re-do mine :P but then again the project called for accuracy (mine was originally for project reality 2). Obviously it doesn't really matter unless your target audience are gun experts...
Forgive me, I'm not sure precisely what you mean by xform - but of course I deleted history and froze/reset transforms for the object before export. I also have double checked the normal facing on the mesh - and i am sure it is correct. It is worth noting that the hat displays fine when viewed from the hl2 model viewer.…
Sorry to necropost, but I built a vertex painter Editor tool in Unity3d. It also includes 9 blend shaders. You can paint vertex color in the editor, as well as paint skinned cloth weights. http://dl.dropbox.com/u/18986451/GrantSimpleSoftware/gss.html