Hey guys, im modeling a door off of a concept by razorb. im having a hard time figuring out how to model the door. At first i thought about just cutting on a plane but it all comes back to the circle im having issues with. Ideas? Im starting to think best way would be to spline out each side of the door then extrude it to…
God, so today I tried to learn some Mudbox. The results was so horrible so I'm not going to post it here. Instead here's some subpar scifi doors. Sadly I have big problems with detailing them out. Not really sure what to put on a door really.. a door is a door..
Got into experimenting with the door, blocking in the main shape, no details as of yet. This one has three moving parts, where the lateral ones latch into the the middle one when the doors are closed, and move out in an unlock sequence to remove the middle door column. Seemed like a prudent door for the control bridge of…
I think the major thing that is throwing off your scale is that the door to the pub looks to be about 10 feet tall at most it should be 8 feet. Unless you want a crazy castle door feel in which case you need a bigger door :P Try putting the guy in front of the door and see how he fits.
Hey, I'm getting this weird pattern in my normal map that looks like this: I've tried a few remedies which have all been to no avail. So far I tried: - Triangulating the door. - Setting up new smoothing groups on the door. - Resetting the XForm of the both the LP door and HP door. Hopefully someone here knows of a way to…
The door still looks a little too far out from the wall. Also the door doesnt really make sense to me. The handle looks like it is almost in the middle of the door? Its in between the ornate parts of the door. Got some screen grabs from sniper elite v2, as its in the same wartime setting as yours.
If there are no large dirt, wer and tear areas etc then before you do the uvs delete the parts that will be duplicated, for example the door on one side. Do the uvs and when done copy the door and flip it and position it. The uvs will be copied on top of the original door uvs. The mesh will be an independant piece though.…
Thanks! The fire alarm is a bit large. Also the door is a 4:7 ratio, while most real world doors are 3:7 or 2.5:7. The real ratios look a bit strange in game though, also I wanted the door to be wide enough that the player could easily get through it. Might tinker with the scale of the fire alarm and the ratio of the door.
Currently, I am stuck at doors because they don't "fit". They are kinda too big on the inside and at the angle to fit, but then I have problems elsewhere in the interior, so it is a constant back and forth of figuring things out and trying to fix them. If they are not that big on the inside, then I have a hole here between…
Heh Eric, Thanks for the comments. It's still a WIP so elements such as the glass can change. The original door model had opaque reinforced glass. As I've changed my goals for the scene I want to create transparent glass. The glass here is a test to use all channels in the "data" texture. Reinforced glass could be created…