This looks like a good start. You've already captured some of the feel that Mirrors Edge has. What is really going to sell it imo is the lighting that you do. Don't be afraid to push your colors because your yellows are looking really dingy now. I think your buildings may be too close together right now, everything looks…
(OT: I love it when the server has a brief seizure and you lose the whole post you wrote -_-) Hey guys. I posted a few months ago about working on a character. Unfortunately the project didn't work out and I'm still struggling with this. I went about trying to unwrap this simple astronaut character in a way that 90% of…
I want to select a loop across vertices with more or less than four edges. I found this script/plugin. It works, but the interface is not practical. This script can not be used with a macro/shortcut. Is there something similar? http://www.scriptspot.com/3ds-max/scripts/angle-loop https://vimeo.com/114909229
Apologies if Im posting in the wrong category Im new to the website! Im attempting to model an imac 27 inch. I cant figure out how to weld these two parts together, on the left is the front and sides of the monitor and the on the right is the curved back part, i seperated it so i could tesselate and use ffd to curve it but…
Hey All, So I've recently watched this video: https://www.youtube.com/watch?v=ciXTyOOnBZQ Explaining smoothing errors while baking hard surface objects. Basically saying that wherever you have a hard edge you must have a uv seam cut. Now I'm having a problem to get this working- I still get seam errors with separate UV…
Asking this question because I see less and less need for baked normal map recently.We can put in 'high poly' details directly on low poly using for example substance painter or ndo, and baked normal maps can have errors too often, needs tweaking etc, so maybe we can avoid baking especially for hardsurface objects. I think…
Create a helix, decent amount of edgeloops, and then adjust the helix until it resembles the overall shape of the object you are modeling. Then, you can easily use the continuous edge loops to reduce the triangle count and flatten out the outside edge to get that flat cylinder look. I am not sure if that made sense, but…
Hi everyone! I'm a recent graduate interested in environnement and lighting. Here's a simple corridor i've been working on in Unreal 4.27 for my portfolio. I'm looking to get some feedback on it. It's still a wip, I feel like some texture could be better like the little squares "tables" where the tv sits or some of the big…
Hey guys today I tried creating a new project in DDO. I created my material ID maps like I always do. first by taking a UV snapshot and filling it in, in PS. The edges are 100% hard until I import them into DDO. I tried exporting it as a JPG, PNG, TGA, TIFF and the same thing happens all the time. White and black…
Can someone tell me the simplest and fastest way to replicate this technique used by Arimus 3d with 3ds max ! Ive tried with a custom (aligned) pivot, with normal direction scale tool etc to flatten scale both faces and edges but the selection doesnt stay in place and I have to manual tweak it in place. it shows in both…