Thanks a lot for all the advice so far. I think the proportions are ok now. I gave him a hammer made of 44 tri's, and a ball chained to his ankle which has 1036 tri's. And I modified the cloth parts a bit, I hope I'm in the right direction.
haha im going for this slightly modified 800 tris version. it will be huge in game, wheel will be as tall as man, so i think it deserves the extra detail to the silohette. plus youd never get that many on screen, and there'd be loads of LODs. its just for art. maps just temp/plaything
The main shape can easily be sub-d modeled The intricate work can either be done in Photoshop with height-maps and normal map converters or You could create them with splines and use the extrude modifier in 3ds max to beef em up a bit and then bake them with the rest of the sword
You can use splines to lay down your layout and then apply the sweep modifier to do the basic paths. You can then grow from there, adding ramps and the surrounding environment on top of the basic paths. Applying textures onto this would be piece of cake. This might help: http://www.inspiredrealms.com/racetracktutorial.html
thanks to you Fritz and Professor I think im done now, i used the optimize modifier in 3dsmax, at first it does a massacre of you mesh but i deleted one side and worked from there to clean up the whole thing, im going to use this from now. Worked great.
Push Pro is a modifier for 3ds Max that pushes vertices outwards or inwards while preventing self-intersections from occurring unlike the standard Push which produces a lot of self-intersections. Surface details are also preserved very well. https://www.youtube.com/watch?v=OfE-SVHkg3A Get it from…
How would one re-create this normal map purely using nDo2? I quickly whipped up the shape in max and rendered the normal out. This is as close as I come in nDo2, and unfortunately I have to collapse the layer to modify it this way, which means no more tweaking or other map generation from it. Any tips?
How do place a parameter in the modifier tab where I can select objects and use them as a surface/ground in 3ds Max? I'm guessing I have to use MaxScript, but I didn't learn as yet. I want to it to look same as an attribute holder with parameters. Thanks! :smile:
This is going on the back burner for now, I need to go back and unwrap it correctly instead of trying to kludge everything onto a crappy planar projection. Also textures need more work to be brought in line with Borderlands art style. but until then I give you... Pandora Class, modified Dahl Cruiser with "dazzle" camo:
Working on a new weapon project for FO4- a modified M2 HMG re-designed to be fired from the shoulder. The original concept is based off a prototype pre-WWII weapon, the Anti-Mechanization Rifle (essentially an M2 reconfigured as a single-shot anti-materiel rifle). Crits/feedback welcome!