You do suck, Go away. :D Just playin. Looking good! My biggest problem with it really is that I don't know what it is. I mean. I can't tell you what is happening. Water damage? Paint peel? corrosion? What is there looks solid, and believable. If i was passing this in an environment I'd likely give it no second thought, But…
This struck me as funny [ QUOTE ] Hey pete Hows it going? [/ QUOTE ] Did you get the memmo? I'm going to need you to work late and come in on Saturday, Mmmkkay? Have a good-one, bye bye now. About the updates, it looks 10 times better. I'm really glad you went back and really put the wow in the water, nice work. I really…
Thx guys but no I won't finish (I will! but not for this contest X) nothing crazy with the baking, the main idea is to avoid gradients as much as possible, starting from the smoothing groups. If you don't have any gradients on your smoothing group or any weird triangles, you have more chances to avoid potential artifacts…
I would suggest crease modeling the low poly ontop of the high poly, and baking from there, look up at this, same idea applied to the breasts as the top of a building: http://wiki.polycount.com/ModularMountAndBlade
Zbrush only uses hard edges, just subdivide that sucker, it won't matter once you're baking. When you are creating your lowpoly that is when you deal with edge hardness.
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This. There's a lot of things a lot of people could do to help conserve energy and, maybe not save the world, but destroy it a little bit less. Everyone already KNOWS about all those ways, but no one bothers doing it. Because people are stupid and lazy. Walk to the store next time instead of taking the car. Take the bus to…
Arby based on your screen you have "smooth by angle" modifier that makes beveled edges sharp. Then you use face weighting that keeps those sharp edges . So you need either set the smooth angle bigger and set few sharp edges manually if necessary or uncheck "keep sharp" in Face weighting and keep every edge beveled