The front view I'm going to post some screen shots of the back of it because it has unquie geometry there and also a screen shot of one of the sides The side view The back view
Update..here it is the latest progress about my skate park environment. Front view.. Back view.. Any thought about this piece? Anyway thanks for viewing it guys :) _Revel
I know this thread is ~2 years old but I found it while trying to solve the same issue. I thought I'd share the solution: The trick is to ignore the "Angle of View" measurement in Maya and instead copy over the focal length. So for the default Maya camera you would use ignore the "Angle of View: 54.43" and instead use…
So I decided to change from Maya to Max today, installed everything fine and I boot it up. I go into shaded mode and the mesh starts blurring and moving across the screen. When I go into wireframe mode, it stops. After working for a while in wireframe mode, I changed to realistic and the object starts shaking, with the…
I concur with MedthodJ. Heads normally get their own set of maps, due to the amount of focus the face will get in any given game with a first person view point. The best way forward, performance wise is with a single material. If you have eg. 4 separate diffuse/normal maps, then this will make most programmers cry, as it…
The first problem I see is that your reference images could be better. If you're new to modeling heads then I highly recommend modeling from a professional concept or from photos. Having nice orthographic images are great, but you'll rarely find side views that match perfectly with the front view so don't be too surprised…
well, if the "blipping triangles" aren't caused by another model in the same place, crashing through the geo.. (and coem to think of it, i guess it really wouldn't) then are you sure that your damn camera F.O.V isn't just way to low? those screen shots look like your field of view is super small. xsi has a problem where if…
Some wires and texture maps could help us to criticize your work. And, it could be nice to show several angles of your model. I assume that this view is the view you used to model it with a concept. Show other views :)
mpintar - I have a few suggestions - Since the target in the end would be a rts (so a unit with animations), i'd primarily concentrate upon creatign a unique and recognisable silohette, for ease of identification when your viewing the model in that rts isometric/45% veiw (cnc3/comapny of heroes). i.e -…
I was wondering if any of you used any special techniques when viewing meshes in the the 3d view-port? Are there any special applications you would recommend to change those settings for a more accurate preview. Is the only answer shaders for a closer in game preview? Does anyone know of any shaders out there for newer…