Hello once again fellow polycounters, I recently got back from vacation at my lake house in Minnesota and I came across my grandfathers fishing pole and realized how awesome of an asset it is, ranging from unique shapes for hard surface, and unique materials for texturing, so I figured hey... why not model this bad boy…
@Gikkio Although there is some overlap in the basic art, observation, and problem solving skills required: concepting and subdivision modeling are different disciplines. While it may be possible to learn both at the same time it tends to be easier to focus on mastering each discipline separately. It's generally recommended…
"yo flashhider is whack! PEACE" :) i chuckled. Other than that, I am liking how this M16 is coming along! By "he needs softer edges"... that is the greebles and all the normal map stuff... it needs more "slope" as they will NOT be in the geometry AND you do it SO they get read in the bake better. At the moment you giving 1…
yup, exactly. It's generally still better to do things by hand. A lot of what meshfusion would be good for for games can just as easily be done with floaters. The UI is obtuse and slow/prone to crashing. Weird things like having ok topology in draft mode, then getting holes or geometry that pokes out in weird ways when…
Hey guys I've been playing around with Mudbox painting features and decided to texture that stone block I posted before. Here's the in-game shot of my progress so far. Any suggestions? I'm pretty sure that moss has to go - I doesn't look great at the moment and I want to make some fairly simple textures, since the objects…
Place the low poly elements and their corresponding high poly elements next to each other, but away from other parts of the mesh. IE, the grate from the high and the plane from the low poly should be moved up a bit and away from the 'base'. The two cylinders can be moved out of the groove. You want the exploded elements to…
Here's a better image to critique:poly136: To clear things up, it is for Unreal 2004 (my school doesn't have Unreal 3 yet). I plan on modeling it up later for Unreal 3 when I get the chance. I agree with Racer, the 1024 was much too hi-res so I lowered it to 512 for this render. Pliang, the normal map wasn't processed…
Hey all, I also started this and wanted to show some work in progress. I need the practice and wanted to try to be fast on these models. Normally I have a tendency to be very precise and take a long time to model stuff. Progress until now is about six hours .. Which is not very fast, but I had to redo some stuff due to…
Hey all, This is my first post on here, I hope I am doing this right! I got assigned to make a small environment in 3 weeks for my university course and I chose to make a soviet inspired room of a ship/submarine. Our teachers are hesitant to give constructive criticism and I thought you guys could help me out. I am trying…
back in the ps2 era one of the things I did for vertex color shadows was use the view from the light or have camera that matches the light and cut shadow silhouettes of the objects into the ground and other objects. You could add another loop of edges along the transition to soften the shadow too so you don't have to make…