Well, I am no expert at character modeling. But from what I have seen from modeling characters. the hand is usually extruded from the arm and is not a separate piece. This is done for skinning and animation, if I remember correctly. I will let one of the Pro's here give you more pointers and a better answer that I ever…
theyre not rivets, theyre screws which are sort of inset in to the surface... No extruding rivets on the f-35 cuz of all the stealth hoo haa. I didnt want to make them completely flat so i just kinda inset them like a screw in to wood edit: also nice that you like it :) means a lot
Try the Welder script from scriptspot, it'll create splines at the intersections of two meshes, and either bunches a couple of noise and TS modifiers together for quick'n dirty seams, or extrude a weld shape (though I haven't gotten it to work). I've used the resulting curves exported as geometry to mudbox for some…
I think I'm going to take a go at this, the only thing I am unsure about is how to extract the circles out of a flat surface in maya. Would I want to do hard surface modeling toggling back and forth from smooth view, or simply double-extrude and and move around vertices? Thank you in advance :)
It also lets you check if you have accidentally created faces with no surface area (e.g. extruding and not applying any offset) they show up as a line in vertex face mode. Although you can fix this with the cleanup tools or merge verts without having to actually see it. So another semi-useful use :P.
@SINtuition - Forgot to mention the stone block textures are all pretty much done the same way, I just ZBrushed up a few blocks, instanced them around in max then slapped a flat plane behind them and used Maxs paint deformation tool to extrude it between the stones to act as grout....gotta have some grout :)
I was doing this sort of stuff at work the other day and found the best way to do it was extrude the border outwards to give it a slight bit of depth (Zbrush doesn't like planes) and then sculpt on the folds. Gives a really realistic look if you sculpt it right! Then you can apply an alpha if you like, or you could model…
very cool, i like the wrought iron on the church and the funny looking stained glass :P really nice work. only complaint on the church is those windows extruding out of the roof (gables or whatever there called) looks really off. The scale is way too small in comparison to the rest of the windows and the door. other than…
A closed curve/spline extruded along another curve/spline with a twist deformer applied to it (offset the twist deformer from the open curve, the more offset it is the larger the diameter of the spirals)... Edit: Make sure your open curve has enough spans to twist how many times you want it to before the twist deformer is…
Nothing really looks broken here. It just looks like you need more UV space for that seam. The texture looks like it is just being stretched. At first glance, I would say that you probably extruded the straps in the low poly mesh and didn't properly adjust the UVs, so now the texture is being stretch.