With the PCIE SSD you open yourself upto a few problems. 1st off there are sometimes compatibility issues booting from certain motherboards, but you can rectify that by making sure the motherboard you want to buy is compatible. 2nd if you install windows every now and and then, you have to do the whole dance of loading…
Hi! I'm not sure exactly what your question is, here. All models are ultimately made of triangles (quads are just two triangles, really). But modeling in (mostly) quads will keep your mesh cleaner and more organized and will be really helpful in tons of situations like UV mapping, vertex skinning, etc. You'll probably…
For high poly I almost never use Bevel unless it is to create a filleted corner. Beveling becomes messy very quickly (especially in Maya) and I generally do not like losing my corners whilst modeling with smooth preview. I almost always use support edges but there have been instances here and there where I will use the…
http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1 I'd highly suggest reading this sticky thread to understand normal maps. ;tldr is that you need to split UVs at sharp edges and seperate the UV islands for each. I think your workflow is overkill and…
Hehe... that's because it's not SMB... it's SBM ( simple binary mesh ) :poly129: so the program was trying to get a mesh exporter that cannot be found :poly139: ( no exporter can process the .SMB extension... the SBM exporter can export .SBM files only, not .SMB ones heheh! ) Better don't put the ".smb" at the final of the…
The reason this isnt really done is pretty simple. If you're simply painting a bump map like that you dont get the difference between the highres and low res, so no compensation for the smoothing. So what you would end up is a low poly model with vertex shading and a hand painted bump on top of it. Which in general looks…
Thanks for the info. I checked gmax and the angle snap wasn't on, it just automatically went in .5 increments, but angle snap worked in Max. I almost got the rotating on the local axis working on friday. How the code works right now is that I take the original object (an array of xyz coordinates for each vertex) and I…
I'd say there is still a bit more room for optimization. The cylinder sticking out the side of the barrel has what appears to be quite a few verts that are not altering the silhouette. The back of the cannon (the little nob that sticks out of the back) could have fewer sides. You could grab every other edge and collapse…
Hey guys, I randomly got a job 1 month ago (shortly after my last post), so I've just been picking away at it. Adam: Thank you so much for your input on this... I have tried to take everything you said into consideration. The shot could still be more extreme, but I do want it to be somewhat of an 'establishing' shot. If…
Well, you can paint the eyebrows directly as a texture if they going to be thin and straight (mostly woman eyebrows) but if you want a more realistic result either haircards (first card with one/two hairs and then duplicate it arround the mesh,similar to a beard) or fiber/xgen/anything that makes splines of hair. In my…