I don't think so. I just didn't know any better. Was doing a lot of new stuff all at once -- modular characters and rigging -- and of course I didn't get the topology right first time so I just started adjusting it as needed. I didn't expect nor see any problems from that, even with the characters animating in engine, so…
Make it the modular-ish way: have a wall you like, then place it along all the room's edges, and stretch them until they meet with the other walls, then merge where the walls intersect by snapping to vertex (using the V key). Or Do it all at once by selecting all those border edges and extruding together. For the 45° I…
Thanks a lot guys! @Xazas i am in the process on adding some more details to the sides, as well as working on a "modular" pack of tools, so i can include them in the sides of my next tanks as well :) , thanks a lot for the suggestion! I will try to make the renders less glossy next time, i am not planing on adding…
Well I'd really start smaller.. there's lots of stuff you would have to design yourself, because you cannot tell from the concept only. And this only makes sense if you make it hard surface / subd. Atleast to me. I don't wanna judge your modelling skills.. but not knowing how to approach pretty much shows how experienced…
the way i know most do it (non modular envs) is add new material with you new texture to the desired part (EG stucco on walls)and then UVmap those polys... add another new material with a new texture and UVmap those... rinse and repeat if working in max you can use the poly selection used when adding the amterial to…
No worries Pies- Im just glad to finally know what Halo level people are talking about! Synergy: We might post some process stuff down the road. Whats been exciting about this project is its the first time I`ve ever been able to work almost exclusively in max. The way cryengine3 is set up, 3dsmax is basically an extension…
You haved curved normals baked into your normal map, when you really need something way more neutral. I assume you are re-using these areas of your normal map on multiple cards, but the curvature of those cards isn't consistent, so when it changes you get inaccurate shading. Are you baking curved pieces of hair onto flat…
Yeah, but that really depends on the studio and the team. It does happen, but some managers push against this (short-sightedly IMO). The bigger thing is you get exposure to more of the whole pipeline, in-house. You have to move your assets through the whole process from start to finish, providing input on the concept…
Like MattyWS said it is just a school library lol but I get your point thanks I did have the lower shelves like that but the perspective.made it seem a bit off and with the reference I was using it was too maybe ill go back and move stuff about and see, it's all modular so shouldn't take to long from the blueprints it…
Been busy the last few weeks, too many deadlines at work, but I was able to plug away a few more hours on the block-out. Anyway here's where it's headin' got a few more props proxy modeled. There just for size and shape and I probly spent too much time on some of em, but I want to get it close to the final model's…