Yeah, I see that too. Damn, damn, damn! I'm just going to leave the padding there unless I go back to fix the pants. I guess I should hey? Oh well! It's really hard to get that baggyness in MD without it going overboard on the folds. Stiffness modifiers really don't help.
Got the Low poly completed. I reverted the bolt back to its usually position, I thought having it reveresed would be cool but it just bugged me after awhile. I also plan on making this gun modifiable, the muzzle, and the "Lens shade: on the scope as well as the bipod can be swapped out for other gear.
Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…
Firstly, you are going to need a better reference image than that. Try and find something more head on, stay away from angled images. Look for pictures like this. And like bunneh13 said, work in simple primitives and just use something like a symmetry modifier to copy over the second half of your model.
If you are rendering in Mentalray..it has a tendency to render elements/polygons that are hidden using the "hide selected" button in the editpoly modifier.... one possible solution would be to add a mat in your multi-subobject material that is completely transparent..and whenever you want to hide those certain objects..set…
Hey duders and dudettes, here are some concepts for the jeep/atv did the jeep first and thought it was too heavy and not fast enough to be in a race so went with a more atv/buggy style. prob gunna modify it a bit and add more sci fi elements maybe, to differentiate it a bit from the other buggy submissions.
It may be a little late to be saying this, but I really feel like the posture should be modified. As you noted in your first post, he definitely seems very rigid. A hulking figure like this needs to be slouching. Think of the weight of his head, and how difficult it must be to support it. Other than that, it looks pretty…
i have read somewhere that they are used q3a as a base to built and modify their game engine for cod2, anyone have any more info on that ? that would account for the lack of ragdolls and dynamic lighting ? daz, i agree with you that the developers are not exploring the possibilities of giving more depth and innovation in…
line the end points up to the 2 pieaces of geo you are trying to connect to, than, rotate and pull the corner out to keep the shape. or just eyeball it with the bend modifier with fine increments, is all i can think off for max. things like this are a bit easier in maya, since the bend deformer operates in radians
did you add your highpoly mesh to the projection modifier? the 2 tone texture you get in max when rendering kind of suggests there is something wrong with your lighting or rendering settings. I'd suggest you create a completely new document, merge just your models in to that document and try bake again.