I appreciate your enthusiasm but I'd learn some basics first to avoid frustration. For the main body itself I'd start with the mesh tools. It's like sub-d modeling with nurbs/t-splines and is great for curved surfaces. Then you can convert to a solid and use the boolean/filleting tools for lights, wheel arches, etc.
well materials won't magically match at UV seams. So if you're just applying a material across a surface you'll get these seams. Also possible that your normal map has its green channel in Y-, 3do uses Y+. Also looks like you're using legacy dDo when dDo2 is in beta..?
Yeah Zac, I am gonna add more detail in the lowpoly tomorrow, that and the extra joint segments MoP suggested. More colour also. Thanks peeps, your feedback is priceless. ^_^ @conte: First off, thanks for taking the time to write your oppinion, but the plan has always been to experiment with toony shapes and realistic…
what do you mean with functional ? Like rigged functional or realistic modeling ? Its "believable" Id say, the suspension and the cannon make sense at the surface atleast. I just forgot some oil pipes it seems Hm i think the background is not lighted yellow enough, I guess I remove the car from the image.
Stop using any smoothing on your characters. The only time you ever need to smooth like that is for sculpting in zbrush, not for this. Anything hard surface you can mesh smooth but not the characters body at all. if your low poly does not smooth well, then its your fault and you can't try and cover it up with smoothing.
If you decide to go with a particle you should use the "Sphere" module: http://udn.epicgames.com/Three/ParticleSystemReference.html#Sphere In its properties you can set the size so that it matches up with the scale of your planet mesh. Also make sure to turn on "Surface Only" so that all your sprites spawn on the outside.…
Depends on the model. Most hard surface stuff you can remove support edges from the high poly, weld verts, ect and get a pretty good low. If it was a sculpted mesh, you would be best served to retopo the mesh. There are many automated tools for automatically retopologizing objects now, but nothing wrong with doing it by…
really it would be less of a headache. All you have to do is fix up the rgb pixels in the engine while loading them. doing it without smooth alpha means you have to deal with all the stuff talked about in this thread, and you still end up with a low quality image that can only be used for hard surfaces.
I like the revolver kind of loading system. It does looks a little unbalanced because of the handle imho. I would rotate the handle and resize it just a little. What i don`t like is how parts of the model (buttons, coolgrid) intersects the gun. Try to flatten the edges to the surface - it`s also easier to skin. hth
dimensions look ok (maybe slightly bigger arms?) but clean up the surface detail. Retopologise if need be, use rake/clay tubes for showing the flow of muscle. Pay particular attention to the forearms, probably the most challenging area. http://inspirationalartworks.blogspot.co.uk/p/anatomy-images.html?zx=7e4b481289f9c8b…