I would expect vertical scratches and some damage on the edges. Your have only horizontal damage on the middle of the blade. (Looks like this axe have being used to stop some large machinery) If that is the case, good job! :) Think about how this axe have being used, what it have hit (wood, metal, dirty or burning stuff)…
Pretty much what Robin said, you'll want a cage. Essentially thats what maya is doing, the envelope is a cage based on the low poly that it creates for you. If you use the 3d viewer in xnormal you can adjust the cage to make sure nothing from the high poly is peeking through (or you can do it in maya). If you don't know…
@MrRik - Yep I will rework the uv's and scale down the texture @TJ062 - I wasn't sure but I'm getting the idea that this texture sheet should only be for this modular piece. @BringMeASunkist - No offense taken dude, I'm here to learn! Nice spot on the additional vertices, I missed that and tx for the menu item to deal with…
Looks good, just a few things you could take into consideration: I would scale back the uv's of the main tower's wood panels and possibly the bricks - look a little too big. You could also cut down a lot of poly's from the blades using and alpha texture for the spokes, and simplify the axel piece. (It's far enough from the…
Awesome! This script works pretty well so far, I think it'll be very useful, thank you. If anyone has the experiene here, what are industry views on editing normals? Sure it can be useful to save some vertices or smoothing/UV splits but do the companies think it's worth it? I mean from what I know there might be multiple…
Smoothing unevenly spaced polies can lead to issues in sculpting and normal generation. It's best to start with a nice clean base model, then work from there. If the ground plane is a guide then it doesn't matter much as you said. As for intersecting or crossecting that's going to depend on the engine, lighting can be…
Nah. "Video games" is going to end. Well, not in the sense that games will become a niche again. What we will see is more like the changes that have occurred in cinema. TV/Internet is analogous to mobile gaming, giant stacked companies are like the strongly vertically integrated hollywood studios from the 1950s. The giant…
@Seraphinn Not sure I agree with adding the onesided cape, I think it will add too many vertical lines to her design. Thanks for the suggestion though. I Think I'm gonna call it done here and move on to low poly. I changed a couple things that was bothering me like the horizontal repeating patterns on the armbands and…
Yeha I know switcher does it, but they don't seem to be reacting very quickly to 2012 release :x I bought a license of switcher a while ago, but could never get into max, and now I'm used to its navigation scheme and I need switcher for something totally different ahah. Scale is working, it's rotating that only works on…
The main issue I see here is the triangle fans all over your wall. In my experience they're one of the biggest causes of shading issues in ue3. Since your wall is flat you could probably get away with unwelding the entire front face of the wall (or making it its own element or whatever you want to call it), if that doesn't…