The viewport shows edges as hard when I have them soft too. If I make a edge hard it doesn't change the edge at all. And yes it shows hard edges without any maps applied even when I turn the whole thing to soft edges.Applying the maps just makes it more visible and obvious.
Thank you Slosh, I appreciate it! Okay, some more.. of course. Here I have pretty well put everything I've made together to see how it's looking. I also made some paper templates for the bracers so I can start on those once I finish the hands. I feel it's really starting to come together at this point! The deadline is also…
Oki so i finally got to know why my baking down normals look like shhhhh. Basically my UW shells are all over the place annnnd i never played around with hard/soften edge tool. :O. shockingly. so to my question. When finishing of one low poly and doing hard/soft part. How do i know when to soften and when to harden? This…
Oh how I wish max handled references like Maya does. It's one of the things I REALLY miss when I bounce back and forth between Maya and Max, especially when rigging characters and building out scenes. Xref's have a lot of problems, like failing to remember files paths to models and textures... its one of the reasons they…
Really loving the start of this! Lighting has the right mood but feels odd in places. For example the restroom doors are lit up by seemingly nothing. I would really think about putting in some props that provide some light sources. For example a vending machine that dimly lights a hallway. Or florescent lights hanging from…
Some quick glance things I see Look to modeling to improve the rocks. Model in destinct shapes to reflect the texture. Hard edges, strong shapes to catch lighting, cast shadows on itself, etc. Will have a huge impact, as well as modeling large, medium and small stones to compliment the transition into ground. The small…
You have to know what your end goal is so that you can make these decisions. There is no rules about how to do these things, it just depends on your projects specific needs. Do you need high resolution on the fingernails? The hands? If so, maybe you need multiple materials for the entire character. If Disney type…
Hey Rmunday, weapons are particularly challenging in 3d, as I'm sure you've discovered. I've played around with a lot of different solutions, but having it game ready adds a whole different level of complexity. Below is a solution where the sword is pinned to either the world or shealth, and the sword drives the IK hand…
Many thanks for the long list of replies! I think it's maybe a bit of an unfair complaint of many of you to say that games these days are more shallow. It's hard to deny that AAA FPS games aren't at the forefront of innovation, depth, complexity, difficulty or any other good things, but that's not the place where you…
Give your max model hard edges (smoothing groups) where you want the hard edges to be. Apply turbosmooth on that object (value 3 or so) and tick 'use smoothing groups' or whatever its called Export this to Mud. Now the mesh will be very dense even at level 0. Once you subdivide once more in mud you will keep all the main…