Yeh thanks a lot :) you are definetly right about the more quads on the central blade part I didn't tought of that and I will certainly do ... as for the shape of the hilt other ideas ? I am still blocking out the thing in 3dsmax and continuously uploading into zbrush to check so I didn't start sculpt anything yet , I am…
thanks again all! so i took into account all that's been said and played around for a few hours, i tried to get away form the 'tube' shaped thigh shape and style it more with better muscle definition. and played around with other areas still trying to rough out a good shape.. also lost a few polys i felt were unnecessary…
You might be baking with different settings than what the 3D viewer is expecting. By that I mean there are a lot of different ways to bake and interpret normal maps and not every baker does it the same way and not every viewer is expecting the same results. One of the most common issues when baking in Maya is an inverted…
Thanks fearian! Thanks a lot for the tip for the thighs that actually helps a lot and I'll be able to adjust that. I'll also probably change the foot size too right now they do seem a bit more manly than anything. Also here is yesterday's work: Retopology time! Yesssssssssss.....T~T We were given the task to retopolgize…
My personal feedback would be: - Not a fan of the handwritten font. - The text (especially on the page "about") is really hard to read, that's because the text itself is light greyish on a white background + the font weight is really thin. (I noticed that on firefox the text is easier to read then in chrome, not sure why.)…
There are so many types of metal, its hard to have one specific way to make it. But it almost always involves specularity of some kind. MoP and Eric have some great suggestions and you should follow them. It is also really important to nail down exactly what kind of metal it is your trying to make. What that metal is used…
You can do that example already using 3dsmax's Modifier Stack. The base object of the stack would be a simple mesh, your "layer 1", then you'd add an Edit Poly modifier as your "layer 2". In the Edit Poly modifier, you connect the edge rings to create the supporting edge loops. Now you can drop back down to the base…
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