they look like floating goemetry to me- if that's the case you could autogroup the mesh- this should give you the main sculpt as one group and the floating stuff as another then you can just make seperate subtools for the groups leaving you with one subtool for the sculpt and a couple for the floating stuff- you can delete…
Been a while since I've updated sorry. Anyways I finally got the thing unwrapped and I did decide to model the shards. I've only just started on the texture, it's just flats except the back crystal which still of course needs lots and lots of TLC Oh and the final tris come to 2,108 so I think I'll just keep the shards as…
Cool stuff, but everything looks sort of flat, i think this is because you've baked your AO with an exploded mesh. What you want to do is bake AO from just the lowpoly mesh all put back together, and then throw that in along with the ao from high as well, it will help make everything seem to fit together, as right now a…
...which is weird because $manipCoords is a float array. If anything tries to store a string in a float variable then Maya will convert that string to a float 0 and prompt the error message: "Converting string "X" to a float value of 0." It's a strange problem, and I can't really fix it because I would need a Maya 2014…
From the sounds of it you're a bit stuck on how shaders work and the difference between vertex and pixel shaders. Vertex shaders are applied to each vertex. They can be used to set values for each vertex (including things like vertex colours, UVs, position, vertex normal). They don't know about triangles or pixels. Because…
Hey man. For the weapons, i believe @PyrZern would be referring to adding as was mentioned, some attachments or maybe make a small scene, so the weapon isn't floating. Here's an example of my Portfolio: http://dweenietod.wix.com/deenmugalart#!mossberg-m590a1/ddnnf It's an example, but currently my Mossberg scene is a WIP,…
...which makes no sense in tangent space with both the normal and UVs smoothed. It worked properly for some time and just started going full retard on me. I've been laying out the UVs for this particular model after the fact through UV layout. Here's the particular workflow for it (worked twice and the third started…
multiply the texcoords before sampling (tex2D(..)), performance wise it's often more optimally to multiply in the vertexshader. // create a float variable outside the main function of vertexshader// it will get a ui spinner widget in which you can adjust tilingfloat tileScale< string UIType = "FloatSpinner"; float UIMin =…
A few thoughts: The stock is probably too curved to fit nicely into your shoulder, it would wrap around too much. Most guns have fairly flat shoulderpads with slight bends. The trigger seems to be too close to the stock. With the shoulderpad resting on your shoulder, your arm would have to be bent out and then sharply back…
Thanks for the reply guys. I'm thinking I should just retopo the whole entire mesh as just one whole mesh. The character I am currently working on is a female character with a prison jumpsuit and gloves that have spikes on the knuckles. She also has shoes on with her arms exposed since it is a short sleeve jumpsuit. I…