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.…
Some really great work in there :D That demon skull headed gnome looks pretty horrific :) My personal little gripes though. The skull/bone structure wall is too heavily chipped/weathered on the protected edges, while the exposed edges are equally weathered. Either the exposed edges need more chips, or the protected edges…
Ooh, a normal maps thread. I just thought I'd chime in on the hard edges front and say that sometimes, a hard edge results in better bakes (to wit, less skewing) and smoothing/lighting for relatively little edge artifacting in return. I know it's not a tradeoff people like much, but I make stuff for DOTA and the poly…
I see a ton of edge loops that don't need to be there if you want to reduce the poly count. A lot of your cylinders seem like they could have less edge loops, particularly the guns (it looks like you modeled in a tiny lip in the barrel), those things on top of the hatch. The cockpit's edge loops are uneven - many more…
Smoothing groups is his response to the hard edges you have. In maya you want to smooth your normals by softening your edge loops. Go into edge mode > select all edges > SHIFT RC > soften edges. I've never heard of self illumination. BUT, it would look much cleaner if you used ambient occlusion on your model. Just applying…
it gets better than that. just select an edge or loop of edges and ctrl+backspace to remove both the verts and edges....one of my favorite tricks when creating hand-made LODs. also useful is setting your own shortcuts for selecting edge loops and rings. using preserve UVs and what not it can be very quick to just eyeball…
The seams you get when setting different SG's in the lowpoly are caused by overlapping or missing areas in the normalmap, you can look it up in poop's latest tutorial, there is a thread about it in pimping and previews ).This seams will always occur unless the offending edge of the lowpoly lies exactly on the surface of…
Hey guys I have a quick question regarding the way to achieve smooth edges on high poly models in max. I am modeling a gun stock, and it has several smooth square holes in it. I was wondering if i should chamfer the edges of these square holes or insert edge loops around them to ensure they smooth the way i want them to? I…
Fun model you've got here. While I'm not a character modeler or animator, there are a few things I'm seeing that I believe I can help you with. Start by looking at muscular character models and studying their wireframes. I looked a lot at Hulk models since I thought they'd be most similar to yours in terms of anatomy and…
Okay to merge different objects together you use the attach button first then it makes two separate objects one. To use bridge you can do it in three ways The object must be an editable poly or have an edit poly modifier on it. bridge on edges. The edges must be open, as in they must surround a hole in the object. Select…