Ok sweet :) Well its a great start! I love the concept as I said earlier The bow arms need to be curved a lot more imagine a half circle for the shape of the bow arms...also you are missing all the parts that attach it to the stock. also it flairs out at the ends by the axels the arms also change in thickness the base…
From a technical perspective, there are some problems. The normals at the tips of the rotors are wrong - notice the shadow in the rotor tip in the second picture. Swapping triangles in that final quad would fix that particular problem, but the geometry or shading groups might be the underlying issue. The polygon count…
Someone who can tell me where the "0,0,0 coordinates" lie would help. To give you an example of what I mean by that, I've heard of people who cook pasta by putting it in the pot when the water is still cold. They evidently guessed that method on their own. Maybe they can even achieve edible results, but then again wouldnt…
Update! Complete belt. Add folds on pants, create model of sword. I reworked folds 4-5 times, because don't really sensed gravity, volume and textile material. But with each new attempt i feel it better. This good study for me. Sword modeled in max, after splitting on subtools, some parts converted to dynamesh. Also like a…
No problem nufftalon, I'm constantly rewatching those tutorials. I'm gonna try drawing out splines and attach them all as one, then extrude to see what I come up with. Such a simple solution haha. There's another tutorial on CGtuts that you might find interesting. In case you're interested in knowing the initial steps of…
It depends on where you want to go with this model. What will the art style be? Will there be a high poly? You should model things with operability in mind. What's keeping the wheels from falling off? How (what I presume) are the ropes holding the battering ram up? What's holding the ropes up? What's holding all the wood…
You can also use the ordinary transformations that you would use in the 3D viewport. So to align some verts along the U or V axis, just type 'sx0<Enter>' or 'sy0<Enter>'. Then you can continue to move the verts wherever you want them. You can also use proportional editing, sculpting tools, and all the rest of your ordinary…
What it looks like to me is that the rays from the top plane go along the Z-axis and catch the entire edge, while the front plane catches the entire edge as well, which means you have it twice now. Like with the cyan asterisks in this image: Normal map raycasting. I'd have no idea why that would work in Max, though.