Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
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You are correct, the edges arent very soft. But the model overall looks kinda soft so i would recommend the double chamfer method in order to keep flat surfaces as flat as possible. Looks good overall.
Yeah it doesn't look right when I previewed a flat colour with a normal map. Can just use a flat blue if I'm messing around with custom lighting and need normals. Thanks!
And no, it's not because the geometry is too lowpoly, obviously since the highquality rendering mode looks fine (aside from a faint triangulation line down the flat side, which would probably be hidden if it was textured instead of flat colour).
Thanks for the input, still lags like crazy :( . I'm starting to think the exposed commands to maxscript aren't quite right. From the docs: [php]Projection>.pushValue Float default: 0.0 -- world units; Push_Value[/php] Its a getter / setter. Setting it though just updates the spinner field, but doesn't actually fire off a…
It's flat shaded 3d. There's no magic there at all They'll have done a nice shader but you could get basically the same effect by using semi emissive materials and ducking around with flat ambient lighting
would this work for something like a race track? is there enough control to keep the flat bits flat and tilt corners/loops etc? That was the first thing that came to mind when you posted the first version.
IT seems your diffuse is pretty flat. In terms of metal. Just seems like a flat color with dripping water grunge. I'd work on getting a better texture for metal. And boost those diffuse colors.