Could you post your UVs and the baked AO map? The jagginess is most likely from rotated UV islands, or at least edges on them that are not completely horizontal or vertical (no rotation). If you take care to align your UV islands better you should get rid of most of them. Another cause for the edge brightness could be UV…
I guess at one point at least everyone tries to find a good solution for this issue. There a couple of ways to do this, depends a bit on the situation and surrounding geometry. Hope quick explanation is understandable, no images at hand right now. A) Rotate 1. make a loop cut where the corner is supposed to be 2. rip that…
Booleans will always give you some messy results of tris and n-gons. I find it helps to see the verts displayed as you'll be able to tell if a face is a quad or not just by how many vertices and edges define it. Chances are Max should have a tool that will report how many tris/quads/ngons the model has in total, along with…
edit: just realized it is called "the bear-coon." some maybe all my critique is moot. I love your hand painted style. The design is very fun. I have a couple critiques, but they are only suggestions and very much a matter of opinion/taste: The coloring and shape of the face is closer to a rodents, IMO, than a bears. Feels…
So I got a little time over lunch to look at this. I've changed a ton of stuff under the hood and in the scene setup itself, but the most visible changes can be seen here: Change log is here * Inverted floor and wall textures to neutral white so scene elements are less distracting * Added walls and floors pointing inwards,…
Day 17: Bolt Carrier and Ejection port These images are all in wire frame because they are Boolean operands inside the upper. I think for the main subtraction the boxed-spline I have going around the edge will work fine to bevel. These pieces aren't finished. I have developed a technique to create objects that have…
Retitled to take advantage of it :) I went through that WIKI section already (usually my first place where I look before annoying people here), most probably I would go modular way for pieces that are modular in real life as well. I assume to use vertex paint properly to break texture tilling as with modular pieces it…
The book and cover look like a lot of fun. Armpitofevil.com sort of confused me, though. I was expecting information about the book, author, etc (pretty much the stuff that's on the smashwords page) but the only things on the site are 1. Hammer 2.Skull 3.Art blog 4.Buy the book. I was wondering what buttom to click to get…
from a technical standpoint, usually the material will render vertices in the order they were created in your modeling app. when you create a mesh, the verts are given ID's (essentially a mesh is an array of verts). This array is handled in different ways by different mesh formats... if you export as a .obj file then it's…
Hey, your idea here is great, thats the right approach to take, but I do have a few issues with your side. 1) I hate, hate horizontal thumbnails. Go Vertical IMO. Horizontal constricts your thumbnail space alot. 2) Color scheme. The Lime green on puke green isn't really appealing to the eyes. I would go for more…