I do have lots of open edges but those are edges where i have removed polygons that aren't visible such as behind a cabinet etc but in this particular mesh the edges where the supposed t-vertex is is very much "closed" but thanks for helping me out.
Yes, I know you have modeled the newer turret - it's actually what I said. :) But, old or new, it still needs to be larger. The welded turret is as large as the older, cast type turret. This blueprint shows better what I meant. It's a variation of the one you've modeled, but it's still the same turret:
Hahaha Uncle Sam's Misguided Children. I indeed have difficulties in finding the scope cover details. I'll save your images for reference and future use. Thanks for the tips and images, DWalker. It's very helpful.
I agree the model looks good but very little variation in the texture itself. Some dirt grime and such is high wear areas or maybe some foliage to make it more interesting
just as a point of interest, what's stopping you/the animator from doing the following (if the rig is in a T-pose and the mesh is in a more relaxed position). * create a keyframe which saves the rig at the "correct" position for exporting into the engine. * turn on angle snap toggle. * rotate the bones until they're in the…
just a note, that 25GB cap and $2 per GB on top in Canada thing never actually happened.. yet. People were kind of pissed and the CRTC is rethinking their decision.
[ QUOTE ] how would you tell zombies from goths anyway? [/ QUOTE ] i think zombies can dance better (rimshot!) edit: runner up would be 'zombies have more friends'
Hello PolyCounters, After teaching classes for the last few years I realized that a lot of students still have difficulty connecting the dots when it comes to making a complete environment. For instance they might understand individual lessons like baking normal maps, creating materials, modeling, etc but they don’t feel…