@Vovosunt Yes, however I found better to first remove things that will not be visible and later if necessary collapse/weld remaining geometry. One thing I don't like about Edit Normals modifier is that it always freak out and mess up normals when I make any changes to geometry after its setup :/ Maybe I do something wrong…
This is a good suggestion. You will spend less time tweaking all of those edges by simplifying and letting the Meshsmooth/Turbosmooth modifier do the work for you. When it comes to modeling something that you want to be believable... break it down into its very basic pieces. Model it like it would be manufactured. Panels,…
Jerc: No, i didnt. I tried to weld it in the editable poly just below the "unwrap uvw" modifier. Doing this will reset uvw. I was thinking that collapsing the stack would mess things up, but it solves alot of problems actually. Psyk0: Yep, collapsing the stack i gain control of the vertex editing. This "preserve uv" option…
if you want to just make a stand alone turntable to show your model off you can always make a duplicate of your model invert the normals place a black shader on the duplicate and then use a shell modifier of extrusion tools to make it larger then the original model this method works well with one model but gets expensive…
Little update, modeled all the low poly meshes except for the brain, that's a whole WIP that I have to do madly today/tomorrow, but I have been mucking around with materials. Here's a test of the head cap piece mainly (texture still WIP so it doesn't fully merge), my way of modifying Mastersons head without touching the…
Have you tried this? macroScript ResetXFormCollapseRotatecategory:"Custom Tools"buttonText:"XForm++"toolTip:"Reset XForms & Rotate Pivot"( fn RotatePivotOnly obj rotation = ( local rotValInv=inverse (rotation as quat) animate off in coordsys local obj.rotation*=RotValInv obj.objectoffsetrot*=RotValInv…
yeah its confusing the way its so unconventional. Anyway i found a solution to my problem - i can subdivide my mesh by going modify>convert>smooth mesh preview to polygons. This way my mesh looks exactly like the smooth preview whereas all the other smoothing options were a bit different to the smooth preview in thier…
Also id widen his chin so it matches the width of his mouth, extend his nostrils out so they almost hit the halfway point on his eyes and pull his ears out a bit. Also pull his lower lip out just a bit more as well as thicken it. <hell just do a push modifier on his lower lip...
just do what you can and post the results up on here so we can give you pointers. your not going to get it perfect or right first time. Remember to use select by angle in the uvw modifier that way you dont have to select every face yourself. Post up your results when your done will be interesting to see. =)
Your reference isn't of an actual G36, you can clearly see marked that it was originally a SL-8 (civilian market version that has numerous changes) that has been modified to resemble one though. This explains the much longer length of the receiver to the stock. A G36 versus: SL-8 You can find more refs of actual G36s here…