The reason it makes it fast is because you don't spend hours tweaking verts to get a curve that follows a base underneath. At least that's when I would use splines. I'm sure everyone has other techniques and experts can chime in. (since I'm hardly an expert source heh) Example would be to create some sort of detail on a…
you wasted way too much time on something that could have been done with a plane and maybe some polys for the handle , but this is a really bad practise example for normal mapping , try some soft shapes organic stuff, .
duuudee.. I posted a link to a incredibly good tutorial videos to help with exactly what you are trying to accomplish. Here it is again http://www.thelebaron.com/files/3dTutorials/ Also, this is a suggestion, but instead of using Sub-D and chamfers, use Turbosmooth and Connects. Chamfer is cool, but it produces a triangle…
I don't think learning is a waste of time. As with all projects that everyone does there is always something that can always be done better. I have to applaud the effort he's put in, he's tackeling two semi-complex things at the same time. With that said you have a lot more to learn and it might be best to tackle the…
I find the cut tool the best way to complete missing loops. Also deleting the face and then either bridging gaps or just capping the faces and doing it over works. The best way is to plan ahead. I find building up the form to where I can start to see the shape and THEN hitting the turbosmooth button and see the result…
Vig: Yeah I will try and fix the one that is messing up. I did spend about an hour cutting new edges before I made my post this afternoon. But it seems like every pinch I fixed some more would appear because of all the edge loops I missed. :P Anyway I just looked at the model and there doesn't seem to be too many more…
Turbosmooth/connect is a better way to handle the corners. If I had been doing more modeling instead of animation over the last 6mo I probably would have suggested that because I work with turbosmooth on top of Edit Poly, and toggle it on and off (little light bulb) to see how it smooths. The main problem you had with…
RTT will output to whatever UV channel you tell it to use. It's under "Mapping Coordinates > Use Existing Channel". In your above example it is set to 3. Set this TO channel to whatever you set the UnwrapUVW channel to be (normally by default its 1). To set the FROM you go into the material editor click the map, and set it…