Thanks Khaja and gekigengar5 for the support and cant wait to see your progress. Right now just trying to find the right pose for the turret and how I want to layout the rubble. I also think that I may need to bring up the polycount of the tentacle any thoughts or critiques would be awesome.
ok someone on msn said "oh but by using hard edges on 3ds max you get a great bake. i did what i do in maya ( setting up hard edges on uvw splits , basically i do the hard edges while doing the uvw layout :) ) and the same process in max :
How would you guys feel about limiting signature height? I just saw one that's 12 lines tall, wtf man. I'm trying to minimize dead space with a new layout but some of these sigs are crazy. Is one line for sigs good enough? Or do you need it to be two, or three?
Not sure if you still have the edge issue, it might be your vertex normals for that area, are the shading issues only there when the normal map is applied? I'm not sure where the problem edges are on the uv layout for your normal map. The last render you showed seems like the problem was fixed? If so what was it?
i'm almost done with the layout now. hairline and ponytail will receive a makeover though before a test in unreal takes place. and since there were some questions: yes that's polygon strips, not some hairsystem, nothing needs to be baked or converted. textures are greyscale to make out easier where overlaps occur and to…
Ya they talk about the process but that does not work in UE4. Largely because UE4 is s Differred rendering. I'm finalizing the node network so it can be instanced properly. then I will pose each layout and its connections. As always if any one has some good feedback or solutions let me know.
That is one beautiful taxi! Really sweet looking, love the attention to detail and the good shading you got all over the mesh, your polygon layout is nice reference :) What about interior/underbody? Feel like driving it around in a game How did you go about modelling this? Used Blueprints, no?
I've finally got around to breaking down my past models. I've included the models that I will be placing in my portfolio. Color renders and shaded renders with a wire-frame layout are in each breakdown image. --Lightsaber Kukri-- --Nester-- --Shovel Knight-- --Smash Bros Characters-- --T.A.R.D.I.S-- Have fun analyzing…
I think zbrush does a good job about allowing the user to get the layout they want, I'll likely spend a few hours to put Zbrush together how I'd like. I -do- Agree with the UI being awful with the new unlabeled same color cone system for some of the new features.
Thanks Mark. i think i am going to really figure out a new layout, ill probably redo a lot of things especially the pillars and walkways. As for decorative things like heads or full on statues how would I go about it? I have never done anything like that before.