If the model is meant to be animated, then yes you should model the internal parts. But only as much as you would actually see during the weapon animations. The never-seen parts of the interior would be a waste of vertices, potentially causing longer load times and wasting memory.
There isn't. To be honest, your base topology makes it much higher poly than the skrew baker vertices. You have a bunch or edges going across he surface and each other, and they are just unnecessary. Most of them could be welded into corners.Try something like this:
I feel like something can be done with DirectX/OpenGL hardware tessellation to mimic the effect of smears in real-time somehow. At least in such a way to have some tessellated vertices to 'drag' behind and have some sort of delay during a quick bone motion.
miauu's Script Pack ver. 2.0 is available. Changelog: New Script: miauu's Corner Align - allows you to create corners by connecting vertices or edges with few very easy steps. [ame=" https://www.youtube.com/watch?v=x2RqBcMsBUE"]Video demonstration[/ame]
One of my "friends" trolled me into crashing the minecraft polycount server :( he showed me a vid of a pistion dup glitch and said I could do the same with buttons vertically and it crashed the server. [ame] http://www.youtube.com/watch?v=iOeHXoWZEDg[/ame]
If that dome was a nurb with just few like 4 isoparms you could easily pull some control vertices while keeping the dome neat I think. I'll try to make something similar for test when i get home from work.
Hey Bek, I'm on 901, latest SP. Using Eterea snapping bar, no BG constraint, and only snapping to vertices is toggled. I did notice it's working in the orthographic views but not in the perspective view - do you have this issue as well? Know how to fix it?
this might be entirely out of place, but since i can't really tell exactly what it is you're trying to make there, it's very possible your normal map is still vertically inverted from zbrush? did you remember to flip the image before applying it in max?
Roadkill is nice, but i still prefer maya 2008 unfold. The only bonus features roadkill has are uvs deformation feedback and new unfold algorithm ( comparing to maya ) But he can't do horizontal/vertical unfold which is powerful and unfold selection only... :/
noise -> 1 px width -> 2nd uv channel(vertical mapped) -> rttd as diffuse to 1st mapping channel, normal map from sculpt as background, -> smearing around the corners to make it imperfect, then crazybump mixer or rtt again makes the deal almost perfect