I'm gonna see about snagging an intuos2 off of ebay. Either 6x8, or 9x12. I'm not a fan of the side button/sliders on the int3. :P Got my 12x18 off ebay, too. Saved a bundle.
If that's MD, you really need to bulk it out a bit. Look at the pressure and thickness sliders. If you're using the latest MD, you can copy layers and then create two sides, increasing the overall density and thickness of the mesh.
Hi, thank you for taking the time to review the model. I used a different reference image, so the final result ended up matching that version more closely. Regarding the presentation, I kept the lighting and setup very simple because my main goal for this pass was to gather feedback rather than prepare it for posting. I…
There's almost no difference in your high-low poly mesh, save for a few minuscule details. Your foregrip looks tacked on instead of actually attached, without seeing the actual bottom of the rifle, I can't tell if it's supposed to be like that, but I can tell the positioning's too high based on the fact that it clips with…
in your viewport shot the grip material looks a lot better, but it looks distorted, looking a bit blurry in the middle and a bit squashed up and smaller at the bottom. I'm not sure how you've made this pattern, but I would recommend doing it in zbrush more uniformly or just using photoshop and generating a normal from…
i think it is not a bad model as 4 the first modular stuff. I agree with all previous comments. On my side i can tell that your textures need more definition. E.g. stair steps could benefit from edges being lighter and "anti sliding" relief could be more defined and sharp. Basically, where people walk on and scratch…
The combine flipping back in forth in the first sequence seems a bit off in the last two flings. First horse clip : maybe work a bit more on the tail. Not very important, but the two combine on the following sequence settle a bit fast. The attacking one shouldn't get to his oldest position, it feels artificial. Also the…
Usualy making the object pivot become the center of transformation (z) will fix the clipping thing. But if that doesn't help click the [Perspective] on the viweport and choose "viewport clipping" then drag the slider on the right side of that particular viewport to adjust the clipping distance. _Revel
At the right side of the transparency slider, see that box with an arrow pointing in? That means there's an incoming connection there When you assigned the texture, Maya noticed there was an alpha channel and assumes that you want it in transparency. You can right click the bar and do 'break connection'.
for edges: 1)hover over an edge 2)hold down space to bring up your zmodeler actions 3)select slide 4)select edgeloop complete now every time you click and drag an edge you'll be edgeloop slide mode. I don't think there's a way to slide polyloops though.