@lolpoly thanks so much! Its been quite an exercise in discipline staying focused on it for so long but I've learned so much since I started and have had a blast working on it - thanks for checking it out! Lately I've been working on some WoW inspired particles and effects in Godot, trying to keep things relatively simple…
Based on your creation I will asume that you are new to 3D, so don't take my critique too hard. And if you are not, it appears that you have a lot yet to learn. The wood looks like a floor texture, the barrel is blocky instead of smooth and has no wear and tear at all. Also, the wood color is off and has too much green in…
I was hoping to see the OBJ and UVs. I suppose this will work though. The mesh itself is inverted. It's easier to tell by going to Tools: Display Properties and turning off Double. So while you're in that subpallete, I'd jump to the highest subidivion level and then hit the flip button to flip the normals. Once that's…
9. Highpoly Sculpting - Tips and Tricks [FONT="]The first one I would like to mention is creating a damage pass using Morph Targets. This was a process shown to me by [/FONT][FONT="]metalliandy and it is rather awesome! It involves creating a morph target and a series of layers. In each of these layers you will…
After working a bit more on the form I decided to remove the straps that I had sculpted into the character’s body and make them their own sub tools again because I really want to learn how to handle multiple high poly sub tools and the process of projecting/baking out the detail onto a low poly mesh. I am very confused and…
OP, please don't give up. I totally understand that 3d Art can be super intimidating and disorienting. Especially if you aren't used to learning on your own and there's no mentor who could guide you in the right direction. What you do right now is you make mistakes, and that's great! Mistakes are awesome, but only if you…
Cheers folks Asherr: That's because they are muddy and unrefined, haha! Pretty much just a flat fill of colour an hour before submission :/ Now that I think about it, I probably shouldn't have had that close-up angle of the face since it shows them off pretty badly, heh. Also I realised too late that the hair is clipping…
Hey Julien, as I told you on msn before, I won't be able to help that much on your specific problem, but if you don't mind I'll take the chance to speak about another import/export related problem (and potential solutions) : I Had a kind of similar problem (= import problem) a few days ago with a fresh new retopology mesh…
You need to solve one problem at a time. You are making clean, hardsurface models. Meaning that you cannot hide anything behind rust or random detail. It means that you need maximum accuracy between what you do in 3d, and what you are exporting/seeing in your game engine. - First off, the normals generated by Max using RTT…
hey DUDES, i need help on two things, your feedback would be appreciated, if you'd be so awesome. 1. the shoulder strap so! i didn't really think it out very much in the concept, i left it for now to figure out. if you look, ROCK has this big fucking belt strapped around his shoulder. and it actually makes very little…