well i was just using that gif as a general example. its not a matter of "hey im looking for a way to make a 45 degree segment on a cylinder" but moreso of i need a way to move, rotate, and scale, a segment or set of vertices without breaking my mesh's silhouette or edgeflow. there's tons of situations when i need…
I remember Topogun had a nasty problem with moving multiple vertices at once: They immediately get projected to the camera "plane" instantly wrecking everything. I saw a thread from a guy asking about that exact issue and no answer ever. Wrapit is also a cool plugin but I think it's also dead development-wise. I'll give…
If ever you're using mipmaps, it will look like shit. lots of extra vertices + no control over texture space + no padding + no way to edit it in photoshop = very bad idea. Also i'm not very familiar with zbrush but i'm pretty sure you can unwrap your level 1 mesh in an external package then re-import it without affecting…
centroidal voronoi tesselation (stabilized voronoi diagrams with delauney triangulation) yield the best results. Maybe some tools/plugins exist for distributing vertices according to it. it's typically used in physics especially FEM http://hpfem.math.utep.edu/felina/attachment/wiki/Projects/piece1.png…
Create the circular model with enough segments and then use soft selection or proportional modeling to make it evenly. When you have problems with the smoothing on the center, just use more segments and dont use subdivisions. Another aproach is a cube, just subdivide it 2 or 3 times and then spherize, or shrink wrap it on…
I'm pretty sure that's not possible. The only way to do it correctly is through a post-shader. It's because you need to compare a pixel with bordering pixels, something that can only be done when sampling from UV's, which is obviously not the way to go. In Zbrush they do everything on CPU plus they can work with vertices…
This might help you a bit, here's archive with all my Hk416 references, a lot of good photos there: http://www.mediafire.com/?wmm0b99j587zfll As far as your model goes, your vertical grip needs to be shorter and thicker and your magazine is all wrong at this point. Iron sights could use a bit more attention too, there are…
Wrath, I've seen the gimbal issue in shoulders with the clavicles pointing upwards. The clavicles bones are, let's say 30 degrees. The arms are hanging down, not quite straight, let's say 10 degrees off vertical. The actual joint is 20 degrees past a right angle. Throw in a twist bone and you can get all sorts of…
Pretty nice. Just remember that UT2004 'cheats' when it comes to smoothing groups. When you export the mesh with ActorX it'll make each vertex along the edge of each smoothing group into 2 vertices and split the edge. You won't have one solid mesh anymore, it'll be split into separate meshes for each smoothing group.…
neither - you've got four subdivisions in your cone, and a texture that has (more or less) natural and evenly spaced seams running both horizontally and also vertically. If you think of it as 4 seperate unwraps, and do some clever/skillful old-school pixel alignment, you should be able to unwrap the cone with consistent…