Auto High Poly (maya 2016 EXT 2 ONLY!) Hi everyone! So after a loong time of messing around with mel I've finally gotten the time to put this together to share with the community! Just take my script and make it a button on your shelf! After that the rest is easy, just follow the instructions below (animated gif!). Notes:…
I don't understand what benefit you could get from having this on a toggle. The hotkeys already exist by default so surely having each component mode on its own key is faster than toggling (e.g. to go from one mode to the one before it in the toggle list you have to cycle through all of them). As TeriyakiStyle said, on a…
His stance needs work. That slightly bent thing looks like hes about to squat. Even with the padding his back could use some s-curve. Also the sleeves and pant legs look very stiff, although it looks like you're going for cloth there, you should try and make the loops look a tad more like they're wrinkling around his…
I reduced the topology of the cockpit. I've left enough for curvature and silhouettes to stay intact. Increased the edges to the curved edges to make them smoother, as the silhouette revealed hard edges.
Since you beveled the edges your smoothing groups are probably fine. I agree with Dihemi, the N-gons (any polygon with more than 4 faces) might be the problem. Here are a couple of ways you can divide things up into quads: And here are a couple of edge flow guides you can keep as reference Also, I highly recommend using a…
It's a pretty solid start, so well done so far! You've got some good forms going on there. One thing that really stands out to me is the lack of material definition. The roughness on your surfaces is pretty uniform and quite smooth. It makes the overall image look quite flat. The scene would look more alive if there was…
There is a way to 'cheat' said issue, and I did it some time ago, but not sure how well it will translate to UDK or any real-time asset at all. I basically chamfered my edges, but very slightly (on a copy model of my LP) and used that in xNormal to bake out my stuff. This meant the new chamfered edges had not UV, and I…
Hey, sorry, its hard to explain. Basically I'm just saying that I think you are simplifying some of the edges and sorta keeping similar edges throughout, instead of really getting the feel of each and every edge. In the image below I highlighted in RED the extra flat surface in this wheel that you don't have (bevel). In…