Change the offset amount, you are probably working in relatively small units. When you turn off offset as fraction, the bevel is applied in units you are using. So if your model is relatively small an offset of 0.2 could give you inside out bevels like you have there.
I think I'm starting to like these changes I made to the vehicle. It makes the overall function seem more practicle. What I did was cut a "hole" into the sides and added two doors on bothsides to allow for passenger entrance and departure. As you can see there's only a difference of 302 triangles.
looks great not sure how you would bake that fluffy collar, maybe try sculpting something more bake friendly like this guy has http://th00.deviantart.net/fs71/PRE/i/2013/004/d/2/arenanet_art_test_05_by_nelyia-d5qfrzo.jpg
lol good topic, always wondered who were the "brazucas" here brazilian from rio, but been living in italy since 2002. does that count? hehe and helder, there is you and pedro amorim from portugal right? anyone else from portugal?
For a 007 style sequence I would simply render 3d models out as silhouettes. Other shapes can be done using Masks in AE. They may well have done their silhouettes with hand drawn rotoscoping, but that is a major investment of time compared to the above.
I like sculptris :) the performance is pretty good for me, this head is about 500 000 triangles pulled straight out the default sphere and doesnt feel slow at all, just been using this piece to try all the features and Im quite impressed.
I'd like to encourage everyone attending GDC to come visit the Marmoset booth (#302), I'm sure Joe and I can give any pointers, and there may be other ways we can help you spice up your portfolios too!
it's coming along well man, i think you can push the colours a bit more though, get some contrast in there, use some really vivid colouring for the carapace. i think her skin could do with having a really pallid, sickly translucent look to it. just my $0.02
Thanks Farfarer!That really helped a great deal.I used the push modifier to offset the low poly from the sculpt by 0.2,then projected via 3DSMAX.The bake was pretty clean,though I'm getting seam lines in the displacement which is completely understandable. Here's a 3D view…