Creo's a NURBS modeller. I haven't used it in a few years, so take my advice only from past experience. I very much doubt you'd be able to edit a poly model in it. If there's a conversion feature, it will recreate the file in NURBS. If there are problems with this, it may be best to use a third party converter and convert…
just a quickie update to say I am still alive, just back home (and away from my rig) for birthday weekend! Gonna get back to Nott's tonight and turn the dial up to 11 so I can get my uni work and my DOTA submission up to a presentable level! For now, I'll content myself with carving a Lifestealer pumpkin.[pics incoming]…
What's more important than the polycount, is that you're rendering without anti-aliasing. Many games do this, so that's not the issue - but by having details modeled in rather than mapped in, you get a lot more aliasing jaggedness. There are some other points on the model that (seem to) have this as well, such as the scope…
to me, deer and fine clothes + weapons and armor just don't fly together very well. if anything, I would imagine that kind of species to be much like taurens. also I would use the fact that deers have elongated neck, rather than just deer's head on average humanoid body. /ps I know that taurens can wear plate armor in game…
I'm also a bit lost at what you are on about. Anyway I hope I fixed it for you: http://dl.dropbox.com/u/6325410/SlimeShader.unitypackage I just loaded in the Rimlight example that came with the Strumpy shader plugin. Then I added in a Texture driven diffuse and a normal map. I also made sure the normal map was also…
Looks cool tomdon! The skintone looks a bit reddish to me. Like you have a slight sunburn. Maybe it's my monitor though Also the folds in the jeans on the side of the lower legs could use some work. I don't think that jeans material can make these thin straight folds. The normal map seems to have small error in the sleeve…
Drop the number of things your showing to 18 and make the thumbnails bigger. All the textures that go with an object put as one link and combine the textures in ps so when you click the link you see them all. Arange all the things in the same order, like with texture, wireframe, and texture. From the props side cut off the…
As far as the aliasing is concerned, you could try forcing on anti-aliasing in your graphics drivers, just crank it up to the max setting. =D We also managed to get a function for our model viewer to export a really large screenshot(like 4096x****) and then just downsize in PS. Works really well, and i think it was a…
I made a Photoshop action that does this. It blurs the skirt but if you want you can just disable those blur steps. RTT does it too, but I don't like the streaky edges. Besides, a PS action allows me to do it after (or during) painting. Also this one adds the new edge to its own layer, so you can kill it if you don't like…
the anatomy is waaay off. it looks too exagerated man!! lol, sorry, im feeling annoying today. it looks good, the topo needs work, and i agree wit Psyk0 about starting with a new head. AAfter two years, i'm sure u can make a better model from scratch than by tweaking an old one. cheers -indian_boy PS: older works generally…