Yea I hear ya, caddies are just now getting to the point they feel on level with what was there before. The only place they push past the old menu floaters seems to be all in the back end. Which I think that is their main reason for being so stubborn on the idea. But holy bawls did they get caddies off on the wrong foot…
You should ALWAYS reset your transforms(xform) when finished modeling. Once you rotate/scale a model at object level the transforms need to be reset. It is a very good habit to get in to. There are loads of scripts about that'll reset/collapse automatically. I just have a custom button on my UI. Or in newer versions of Max…
if you have a box and a cylinder, they are regarded as separate objects in Max. the simplest way to do this is just to select one, and in the Editable Poly rollout, look for the "Attach" button, then select your other object with Attach activated (or use Attach List to get a name display floater you can pick objects from).…
For the top pipe I'd probably just go one row of pixels over, and drag it over to cover the error. Doing the same thing for the other problems. Quick little fixes like that are pretty common when you bake any kind of capped cylinder with projection. You could try detaching to element the end caps. So it doesn't average…
Hi poly model I've been working on the past few weeks in my spare time. I think around 30-40 hours total so far. Is that a reasonable amount of time, or considered way too much in the industry? It's my first gun model, so I will hopefully be quicker next time around. Feedback and comments are encouraged. There are some…
The plates line up in the concept because they deform with the armor pieces, getting wider and smaller as needed like if the armor pieces were made from deformed planes. The fastest way to generate something similar now you already modeled the armor depends on your familiarity with your 3d packages and whether you need the…
hey nice job for your first high poly! I agree with gilesruscoe about the tight edges if your planning to bake the normal map. Any chance posting the wires and the reference you used for this model? I would love to learn how you did the circular details on the barrel part of the gun (can't determine if it is floaters or…
first deformation tests, i think we will do the brows with floaters, the limitations of the mesh are pretty abvious in that area, not sure if i'm gonna add facial normal blends - well and i did a few more tweaks on the textures and shaders to mask off the glowing parts a bit better got some nasty bouncelight in my scene…
Even with a cylindrical re-projection, you'll still encounter distortion where the surface slopes down towards the bottom, because the radius gets smaller. And you're trying to cram the same number of divots on it. For an accurate projection, you'll want to model the divots instead of attempting to map it. Then bake the…
If you are going to use normal mapping then you wont even need those two stripes at the front. Instead I would use floaters and project depth there with a normal map. Your lowpoly will be entirely flat there but the normal map will make it look like there's extra geometry going inwards. Also, do this: Select mesh Shift…