Hello - yes, this looks normal ... but probably not what you want :) To control shading with sharp edges : - You do not need any modifier or an add-on, and you probably don't want to rely on angle-based smoothing either if you need 100% control (sorry for disagreeing with the above suggestions but I thought I'd cut…
I see mushroom town and i go "god damn". The color palette is quite the 180 from what we see nowadays and it makes me smile. Killingpeople and I were sitting on our balcony one day and he says "Bring back the blue skies" and that's what I immediately thought when i saw Mushroom town. You translated the concept well into…
oh shoot sorry I didnt know there were any more replies here, did not know you commented Krazy. I started this new job and have been working a lot the past few weeks so this thing has been on hold a bit. I'm nowhere near as much a gun nut (even tho I love fps's and making guns) as some other guys here. I'm aware of a few…
You won't get somewhere reasonable of your own for £600 per month here; this is the most expensive area of the UK to live in. You should be able to afford a room in a shared house however. Council tax on an average place to live here is just under £160 per month, and expect to pay around £75 for utilities (gas, electricity…
Is there any way to stop Nvil from adding hard edges all the time? I want to add those by hand, and maybe just have a shader setting with an angle treshold for during modeling. I've set Hard Edge treshold to 0 and 180, and neither makes a different, I keep getting hard edges all the time. For instance when bridging. edit:…
Very nice! I think some of the things could have benefitted being seperate meshes in the high poly scupt, when it is done like this leads to soft edges where the clothes meet the skin, probably the biggest example is the neck ring. That being said it can take alot more work than is realistic with negligable improvment,…
I'm assuming you want this for game topology. If it's for high poly type stuff I would say lean on reference a lot if you're not all that familiar with the physics of clothing folds and just poly model with the flow/direction of the folds. I could be wrong but for game topology people typically match the flow just enough…
Great yes, I've been reading all I can, I found the tute below helpful but noticed it was 2006, I think I will use this tutorial to create my tiling textures... but are there newer updated techniques im missing? http://www.game-artist.net/forums/support/182-step-step-techniques-tiling-textures-3ds-max.html at any rate I…
I like the video, the area looks nice. It's commendable that you're taking this time to test and seek feedback. This will make your next projects improve greatly. The environment has a very video game look to it, that's not necessarily a bad thing unless you want a very realistic look. For the video, it could use more…
Heres a couple good stretches I use for climbing and for long days at the computer. Extend your arms straight out from your sides at shoulder height and face your palms outward and fingers upward. Do some shoulder rolls along with this one as well. Get on your knees with arms straight hands flat on the floor facing…