pretty cool model! to mirror... select model in maya's view port and shift right click... mirror polygon (select the axis you want to mirror on and +/- value. (the UVs will mirror for you). Do not change any geo or UVs. Adding a proper Light map UV set... after mirroring your stuff ^^^^ right click your model... UV set…
Your textures are definitely improving! There's still some more you can do though. Right now what you have isn't very convincing. On the cannon, the rust spots aren't where they would appear -- metal tends to rust in very predictable ways. It's most common where water collects or where damage has happened (either by…
These are 2 types of workflow. From what i've seen , High to Low poly is mostly used when making organic models. They first sculpt the character with anatomical details since it is faster to sculpt than block out an entire human body made of polygons. So they basically sculpt a human body made of millions of polygons (or…
Just make the UV's as efficient as possible, by trying to follow some guide lines . As few UV 'islands' as possible. Every seem of the UV, is actually a break in the 3D mesh, creating more vertices in your model. This is hidden from the user, because it would make modelling more difficult, but it is happening under the…
Thanks again for interesting links. That last video is one that made me focused on Houdini for some time again last year. Problem is that most of those example show things that is basically easier to do elsewhere. For example I use Terragen. It's also node based but still have a bunch of quick tools, that can do all the…
I completely disagree with this article: This guy is using of really low end user to grant Max some of it's useless (nowadays) features, like for an example bi-ped. "Complete Package for Game Development" - On my opinion, people don't know Maya enough to say at least what it can be done for game development, I will list…
Hello, I really like this model, the idea and shapes you have going are really interesting, I just feel they could use a bit more interest. The chest should maybe have another piece on it that mimicks the back, or some other piece of geo for you to put normal maps on. I think that if you left the chest the way it is with…
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Megancheung: If I were you I would avoid that situation altogether. It's better to retopologize meshes and then UV unwrap the low poly version. The problem with decimation is that the edges tend to get all weird. Unfortunately that means that even if you DID preserve the UV's through the decimation process, your UV charts…
There's little information inside the roads to wash out in the first place. What the operation did was preserve the border edges/vertices of the two polygroups. Creating even more polygroups won't lead to ZRemesher preserving surface details; the borders of the groups will be frozen in place (eating most of the target…