you're unfortunately at an intermediary skill level, and around here that means you won't get any feedback. newbies get basic instructions, good artists get blind praise, and everyone stuck in the middle is doomed to an eternity of non-progression... UNTIL NOW. ~~~explosion sound effect here~~~ since i'm just sitting here…
Ok, bear with me here. I was thinking about a head retopology pass I just did in 3D Coat and it got me to thinking. Max has some pretty nifty retopo tools now (even if the damn thing is a bit crash tastic) and I'm pretty happy with maxscript. It struck me that once you have a nice edgeloop flow for a face, its likely you'd…
You've got waaay too many un-needed edge loops. For a scythe like that I'd probably use a max of ~1.2k tris. As an example I've marked some edge loops in red that you can delete. If you remove those edge loops and zoom out a bit you won't notice a difference in the shape of the model. Just remember: if an edge loop isn't…
It's one of the things I hated the most about working in maya. Constrain to edge is it in max, and every vertex moves along it's own edges, and you don't have to have an entire ring selected like in NEX to get it to work. The last I checked in maya, constrain to edge works only along one edge, so you'd have to move every…
Nice job man. I think you need a few sharper edges. it looks like you used the same chamfer value for almost all the edges, and some of them look a bit soft. One thing I do to sharpen edges, is after doing a chamfer, I grab one of those new thin edges it made, hit "ring" and then connect. it keeps all quads, but sharpens…
Hi, I am not sure if this is the correct place to post my question, so please do forgive me if I have posted in the wrong section. I have done basic modeling in 3ds max till now and never used textures before. But now I am doing a small project where I want to submit a weapon model to a game called Dota 2. I have tried my…
Hi, long time follower first time poster. Im currently teaching myself how to sharpen edges on a smoothed hard surface. And up until now Ive been able to figure out all the smoothing 'pinching' with topology adjustments. However I am now trying to bevel an inside (concave) corner of some car body work as in : I read…
Having to learn Maya coming from Max I was really missing the super smart create script Pedro made So I'm trying my best to recreate it, being pretty new to Maya and python I'm sure this things can be done way more efficient and the functionality could be improved, so please feel free to post suggestions. I have developed…
Sorry, I should I been more clear - I meant "smoothing groups" in the colloquial sense. What I meant by that was "edges set to hard", or put differently, vertex normals split up in such a way that makes the edges appear hard. I actually had no idea that the OBJ format made a distinction between these. Aren't you talking…
hamzaaa, I put a bit of discoloration wear around the grip but let me know if that doesn't look quite right. I played a bit of Battlefield 3 earlier and saw that where I usually painted edges with scratches, they photo source the hell out of border edges with rough scratches. The flashlight illustrates my attempt at that.…