Small update on redoing some of the cuts and adding red sections. I extended the top cap down on the black part. Cut all the way for those cut on the white cylinder so they they crash into the black center. I also cut the red parts out and made them separate part but still in the bend modifier.
Actually, he does have a point about normalizing spline divisions. For normalmaps, it's not necessary, but for using DX11 tesselation (actual moving geometry on tracks ZOMG), you would want equal size segments. For that you ca use the "Normalize Spline" modifier. It does take some tweaking afterwards to get right though.
If you're going for the Chibi style, I would look into more references. Usually they omit the neck and join it with the rest of the body, or the proportions are modified so the Torso and Legs/Feet look equally stubby. Even though it's a cartoon, I think a big head still needs a stylized body that can support its weight.
OK guys I've hit another problem. This time it's the skin modifier, for some reason I can't see the influence of the bone envelopes on the mesh vertices... They should show colour information in the same way that soft selection does, but, I click on an envelope and... nothing. Could someone explain what's going on here?…
-Assign a standard material, with your texture in diffuse. "Show standard map in viewport" on -In the object properties, check vertex channel display (vertex color). You can do this in the vertex paint modifier too, top left cube "vertex color display" Should work. The mix thing is for rendering purpose i guess.
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export. If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
you baked in max, so all you have to do is click your mesh in marmo and tell it its from max on the left side you do not need to invert green better believe earthquake, he works at marmoset besides that, scruples might beright as well, did you bake with a projection modifier?
So i collapsed the symmetry modifier and found a way using textools to move and snap the overlapping half of the object to the right. I tried baking it again with the same cage and high poly model and got this as a result: I'd say it worked out quite nicely. I guess that resolves my question for now :proud:
Got the Low poly completed. I reverted the bolt back to its usually position, I thought having it reveresed would be cool but it just bugged me after awhile. I also plan on making this gun modifiable, the muzzle, and the "Lens shade: on the scope as well as the bipod can be swapped out for other gear.
Firstly, you are going to need a better reference image than that. Try and find something more head on, stay away from angled images. Look for pictures like this. And like bunneh13 said, work in simple primitives and just use something like a symmetry modifier to copy over the second half of your model.