Like others have mentioned you would be better served by using a double sided shader, but if you wanted to do what you're describing, switch to vertex selection mode and in the move settings, select normal and drag the N handle. This will move the vertices along their normal direction and offset them enough to avoid the Z…
yup edges are too hard in a lot of places. I would say gather more reference. or if you already have then you really need to get up close and personal to the thing you are making and pay attention to the surface of the object and how the shapes flow n how much the edges curve. Thats really important
If the Sky Dome was scaled too large to be seen, the sky would be black, surely? Have you changed the material applied to the Sky Dome and saved over the default map by accident? Try searching for 'Sky' in the Content Browser and drag 'n drop one of the materials onto it. If that doesn't work, try banging your head against…
Selfish bump - and a question! So I feel like this should be simple but I just can't seem to wrap my head around this one. Is there a way to terminate a single edge loop that is otherwise ending as an n-gon rather than loop it around the entire mesh? The attached picture should make it more clear. Thanks in advanced!
Thanks for the crits guys :) danpaz3d: I am trying to fix that, I think I may have gotten somewhere with that. urgraffel: Working on the buildings now in fact :) they were just placeholders till I got around to fixing...well destroying them :p dudealan:Yep right n :) Screenshot soon, keep em coming!
N-gons do not matter in high-poly, well not as much as clean modeling. Both wires are pretty messy. so clean it up if you do not wanna do the technique suggested before (the one i would do anyway). Next to that your Retopo model is way to high ......no need to make all those circles.
Hoi hoi, Finally got a low poly and texture built for the new "Super-heroine". Currently at 8'463 tri's with 2048 d/n/s textures, i'm going to rig her within the next few days and give her a decent pose.....when I get around to teaching myself Max's rigging system.
I'm a bitter beer fan. IPA, and anything heavily hopped. Rogue Brutal Bitter (You really can't go wrong with anything from Rogue) Deschutes Inversion IPA and Bachelor Bay ESB Pike IPA La Conner IPA Stone IPA Elysian ESB Mac N Jack's African Amber Ninkasi IPA
Target would be for an open world third person type game. Real early progress shots. I'm going for a real world look, with some wear n' tear in the textures. I'll also be creating street props and a vehicle, maybe a vespa for the scene. 1st building for the scene - Office building 2nd building - Irish Pub
hi guys n gals, here is a quick update, ive focused most of my time on the front as you can see, I will now start modeling my way from the front to the back and then go over it all again with some finer detail and touch-ups before the texturing comes around. watcha think ? :)