Yeah, if you use just the Delete key on edges, it leaves all the vertices behind at the intersection points. Ctrl + Delete will remove the intersecting vertices. You can try making a marquee selection through the center part of your model while in vertex selection mode to grab any stray points, then press Delete (not Ctrl…
@Rapture117 - Thanks man! The scene is running in UDK. As far as techniques I used for making the scene, I used 3dmotive's advanced mesh paint tutorials as a jumping off point and then tailored the materials to my needs for the floors and walls. The zbrush modeling wasn't anything very complicated, for the floor tiles and…
I think the layout works well. It gets straight to the point. I think the weakest piece is the OTT concept. The Modeling is solid, but the textures are really flat. I think with the floating island scene, you could really bring it to life if you made the material edges(particularly the grass) less uniform. I would think of…
The wood texture on your table looks good imo, but the legs look flat. It's basically just a brown color and a flat spec. No need to scratch it up like mad or anything but try to make it look more like painted metal (that goes for both the diffuse and specular map). On the top and bottom of the table, you have some…
yes... even the best planned unwraps can go wrong... like some doofus showing the part of the mesh in the game you used to hide all the stretching and seaming... and that you told him not to use. :P Take a tissuebox for example, you need to cut the box apart so that the entire thing lays completely flat, those boxy objects…
@almighty_gir Wow thank you for such a good crit! I agree, the body anatomy isn't to the right level yet, the exposed bits of skin need to look totally on point. I can show a basic material matcap next time, but when I look at anatomy diagrams and not just photos, its hard to get the correct forms going on when there's…
Hey! Nice to hear from you; your sculpt is rocking by the way, loving the anatomy. My only critique is the face, I think he's looking a little soft considering he's a bare knuckle fighter. I'm attaching some images of what I found to be real bare knuckle fighters or just fighters in general. A lot of fighters I've noticed…
I have 3 other questions: A) Why did you model vertical edges on these trim pieces? (red circles) Wouldn't that make it not as modular as one without edges?) B) how did you bake the separate high poly pieces into 1 flat plane? Did you bake out each separate high-poly onto separate flat planes and then combine the separate…