Here is what blend got me. Eric, the issue is I'm attempting not to paint such because it wont line up easily because the surface will curve. and thus will have to attempt to make the horizontal and vertical lines match. I will be up front and say I know no way to do that will look correct. Paint it in zbrush? As well, as…
Hey man the scene is coming along. I few things wanted to point out. I looks like some of your bolts are ob-longed shaped. This is due to your low poly uvs not being uniformed. Make sure you get good bevels on your highpoly objects. Right now vertical bands on your furnace are barley reading and once you put a diffused…
Thanks for the TexMod idea, will check this out! In my experience, if the whole model uses the same alpha-blended shader then the fillrate is more expensive to the framerate than using two shaders... one w/out alpha blend for most of the model, and the other with alpha blend for just the hairy bits. Using the same texture…
For organic shapes, the Bonus Tools addon has a nice auto unfold that works similar to the blender workflow (set seams then unfold while projecting). Nightshade UV is a great addition too many features to mention, check that out if they'll allow it where you work. One of my favorites from this will straighten shells, like…
I think it's a solid start, and your work on the ties is fantastic! On the bottom image, the door doesn't appear to fit into the it's frame. They also have a dent that runs vertically through them (both doors) that doesn't look very natural. Your lights don't really look like lights. They're reading as emissive, but I…
Thanks for the replies guys I hadn't known that I could link the bones to the hierarchy before, and now that I have the mirrored arm and leg are moving in sync with the rest of the skeleton. I ran into another problem though. It's that I have the skin modifier applied, the model is fully weighted, and yet when I move one…
Hey ! I just tested Knald on my GTX 470 and it runs perfectly fine ! <3 I would just suggest the possibility to output textures bigger than the texture you load. I work on a little 512² normal map and I wanted to output a 1024² AO map (from the low-poly). There is no way for me to do this ? Unless I load a bigger texture…
I need to get more familiar with Max's workflow; I seem to be fielding a lot of questions from Max users the past couple weeks. Not that I'm aware of. Merging verts tends to be a tedious ordeal in Blender in my opinion. If I follow correctly this button on the header will highlight all the shared vertices. The Color UV…
[ QUOTE ] They both come with unwanted attributes. I really can't understand why theres no null tag to use with CSS. I'd almost consider using something like <u> and neutralizing its effect in the CSS, if that didn't ruin the look of the unstyled content. CSS in general seems rather badly designed, in my opinion though.…
Is there a reason you've brought the knucle joints down to 1 vertex then expanded them back to 2 vertices in the centre? I'd have thought it was better to have it drop down to two ans remain at that for the rest the lower half's loop -as it might end up clipping with itself but the mass/volume would remain more faithful.…