1. Duplicate the secondary (teil) pipes and inflate them slightly (push modifier) 2. Make main pipe a compact object via ProBoolean, then add the inflated pipes to the main one with move+union+imprint options. Make sure there's some space between where they intersect. 3. Convert main mesh back to an editable poly, or use…
I would not use Boolean for this. But if you must, then create each room as a closed surface, with no holes. And boolean each room separately. Instead of booleans, I would create each room as a separate Shape. Extrude them, using the ceiling height as extrude distance. Cap floors and ceilings to make a closed surface.…
This is nice and accurate. Here's two simple fixes to make it even more accurate ;) The cutout on the bolt carrier group needs to be inset more. This part on the lower receiver is shaped incorrectly. (note: i'm using dropbox) Other than that, nice modeling.
Thanks TicoTaco :) Gannon - I'll work on those fuzzy blurs haha - I used a soft brush as a start for faking some deeper insets, but I will try to make them more convincing/less distracting now - thank you for the crit!
yeah thats right but maybe i didnt explain myself correctly, you push the levels in the mask so that the scratches disappear from the occluded (dark inset areas) parts but remain at full strength on areas that are exposed. does that make sense
Your environment stuff is great, love the look of this new one. The floor tiles a little to much because of that inset panel. Are the long white tube like things lights? I'm getting that vibe, but it's a little hard to tell because they are so organic.
"WoW" these look awesome! one crit from me, in the battle axe, i think around the orange bits at the top of the handle you could darken the area around that to inset those bits in more like the concept. really nice work
Try giving your lightmap uv's some padding around their edges; it might be an issue with the mip-mapping that UDK tends to do. 4-8 pixels inset from the border should be enough depending on texture size and see how that works.
not sure what purpose the hole has, but wouldn't it be possible to use a few more polys to have it inset into the tile and the edges less straight? right now it somehow doesn't work well with the rest. everything else looks really great :) cheers
Yeah, I didn't much understand this... there are much more efficient ways to do it out-of-the-box (like Per says, insets and such), I don't find myself doing a whole lot of manual cleanup work when high-poly modelling.