GCMP: thanks for watching this thread. the seams that i was talking bout is since the cogs are repeated there will be a seam on the area that the cogs get attach to the main cyclinder. so if a were to fix this the whole edge of the main cyclinder would have to consist of the same texture(normals/colour/detail). hope im…
sweet! looking forward to the mini-tuts and the video. If I may suggest some topics to include (sorry if some of these seem really noobie): -I would love to see some of the prep work for modularity, re-usabilty and keeping things snappable for the level designers/UT editor -what does your actual base mesh/medium poly mesh…
I agree with JK, it draws your eye right away. Why are you building something so low-poly? For practice? I think from what I've been learning it's time to up the polycount quite a bit from what you have, as far as metal, look for a chrome image on line and then cut and paste it in in Photoshop if you have it. Photoshop…
Many apologies. It was the nice work which drew me to THIS post in the first place. I'm sure it has been discussed before but forums are quite deep and I was concerned with these specific models. I've been rendering AO out of 3DMax for years and it never handles crevices like that out of the box. For example, I have a…
I honestly wonder what software will Epic support this time. I believe they might have gone back to 3DMax, but Maya still has a lot to offer. Remember that UT2K7 will also support normal mapping, so ppl will be able to put a lot more in the characters and environment... well... if it does take too long to do. I really like…
Sage your solution is the same as Vig gave us so i'll copy/past my answer. Just replace Vig by Sage :-) Can we try to indentifiy why is it working on some computer and not on other ? Wich os are you running ? I'm under Windows XP Pro 32 Bits. What is your cpu/graphic card brand ? RenderHjs : Can you please create a little…
Thanks for the comments :) Yes, I am using 3Dmax, and I've been told in the past it's better to use symetry instead of the mirroring. However, I've tried it, and always find I prefer to use the mirror tool. I hadn't realized that it flips my UVs... so I guess maybe I'll try using symmetry again instead :P Thanks again to…
Hi Everyone, new to this forum I never submitted any of my work here but i will like to connect a little bit more with the community and hopefully chat a little bit about my work and others without further ado this is my current work WIP Model 3Dmax, Zbrush and render in Unreal. actually is real-time., haven't figured how…
More work on this dude! Thanks a lot for your comments! @Kgizzi Details on the helmet were all sculpted separately and placed using the gizmo and move brush (I had a couple of simple models with roman attire I cloned and posed differently, rest were elements sculpted by hand). The holes were made using booleans on Zbrush.…
I agree I wasn't too happy with those but they're out, will probably reuse them someplace better.. - I usually tend to block out really large volumes and then go to zbrush and slash away with zmodeler, I really got a pipeline now.. I stopped using procedurals as this actually becomes quicker.. - then back to 3dmax to…