Sharpened some features and added details, I think I can call the high poly finished now.
[t]http://i.imgur.com/cKCecCG.jpg[/t]
[QUOTE=Haxxer;43906362]No, it's not him.[/QUOTE]
oh thought it was the same @ hax. thanks
Robinson XCR WIP
Not entirely sure if the size for the Leupold prismatic sight is accurate or not.
[IMG]http://puu.sh/6Wl3L.jpg[/IMG]
[IMG]http://puu.sh/6WkYh.jpg[/IMG]
edit:
[IMG]http://puu.sh/6Wu9P.jpg[/IMG]
[IMG]http://i.xomf.com/wwgsh.jpg[/IMG]
[QUOTE=yumyumshisha;43914539]Robinson XCR WIP
Not entirely sure if the size for the Leupold prismatic sight is accurate or not.
[/QUOTE]
Whenever I make weapons I extrapolate the dimensions off the 20mm rail, its a great point of reference and as long as everything is in proportion your attachments should come out correctly scaled.
Working on the Dotes
[img]http://puu.sh/6WGcf.jpg[/img]
I was wondering where you went
[editline]15th February 2014[/editline]
Bigger boobs???
[editline]15th February 2014[/editline]
Might as well make use of Source's jigglebones am I right
I think I put this in wrong thread.
[IMG]http://puu.sh/6X8iY.jpg[/IMG]
boker twister
[QUOTE=yumyumshisha;43922141][IMG]http://puu.sh/6X8iY.jpg[/IMG]
boker twister[/QUOTE]
oh man it would suck to get stabbed with that thing!
[QUOTE=yumyumshisha;43922141][IMG]http://puu.sh/6X8iY.jpg[/IMG]
boker twister[/QUOTE]
Its like a fucking Corkscrew. Stab someones heart, and pull it out.
[QUOTE=Xombi;43922270]oh man it would suck to get stabbed with that thing![/QUOTE]
sure if your made of cork.
Now in calar
[img]http://puu.sh/703b6[/img]
Doesn't really fit the green/yellow for the hero, but I'll just assume it's a WIP
First off, I'm shit at modelling, second, how do I go about fixing this strange nurm issue here:
[img]http://puu.sh/70WmS.jpg[/img]
[img]http://puu.sh/70Woc.jpg[/img]
[img]http://puu.sh/70WoS.png[/img]
All I want is to get my pepto bismol tank baked, but my being shit at modelling isn't helping.
it looks to me your trying to remove a link right? in which case use the line selector and then right-click on the selected line and then remove line.
alternatively you can do ctrl backspace to remove a line segment.
[QUOTE=Dark One;43957844]it looks to me your trying to remove a link right? in which case use the line selector and then right-click on the selected line and then remove line.
alternatively you can do ctrl backspace to remove a line segment.[/QUOTE]
I'm trying to fix this edgeloop, it seems to be pinching this leg and it's causing it to jut outwards.
[img]http://puu.sh/70WQo.jpg[/img]
i would have made the bottom stand a separate piece with more sides so i wouldn't have to worry about edge constraints in the first place
[QUOTE=Juniez;43957942]i would have made the bottom stand a separate piece with more sides so i wouldn't have to worry about edge constraints in the first place[/QUOTE]
yeah i'm gonna have to agree with that white fluffy dog guy, also when you get to rendering well.. are you doing a scene or creating textures?
I'm exporting to source engine for a level I'm making. I don't know, I thought I could get away with keeping it attached to save Geo but I guess there wouldn't be any harm in detaching it. But could I keep the low poly as one mesh, and the hi poly as separate pieces for the bake?
it shouldn't be too high poly considering its just a cube that is clone 3 times and then rotated into positions.
Some answers to Yadda's questions.
To fix your problem with your turbosmoothed geometry having some pinching, you need to add more defining geometry - at the moment you seem to be using a 8 or so sided cylinder. To remedy the pinching you can begin with a higher count of sides for the cylinder, as example I am using a 32 sided cylinder to recreate your shape.
[t]http://i.imgur.com/coG7EdE.jpg[/t] [t]http://i.imgur.com/yYddCUj.jpg[/t]
A little bit muddy but it proves the point. You could increase the number of sides to something like 128 and then only shape 120° with one leg and then simply rotate the rest around with angle snap or something enabled and then just weld the corners.
As for your second question - models are not different whether Elements inside of it are all attached with eachother or not, however splitting up a model into multiple model files that you'll always use together in-engine is going to be more performance costly.
You should have the low poly be a single mesh while the high poly can be in as many little pieces as you want.
[QUOTE=FlyingAlien;43961772]Some answers to Yadda's questions.
To fix your problem with your turbosmoothed geometry having some pinching, you need to add more defining geometry - at the moment you seem to be using a 8 or so sided cylinder. To remedy the pinching you can begin with a higher count of sides for the cylinder, as example I am using a 32 sided cylinder to recreate your shape.
[t]http://i.imgur.com/coG7EdE.jpg[/t] [t]http://i.imgur.com/yYddCUj.jpg[/t]
A little bit muddy but it proves the point. You could increase the number of sides to something like 128 and then only shape 120° with one leg and then simply rotate the rest around with angle snap or something enabled and then just weld the corners.
As for your second question - models are not different whether Elements inside of it are all attached with eachother or not, however splitting up a model into multiple model files that you'll always use together in-engine is going to be more performance costly.
You should have the low poly be a single mesh while the high poly can be in as many little pieces as you want.[/QUOTE]
Actually your low poly doesn't have to be a single piece, you can have several, unmerged parts (those will get grouped when exporting/compiling).
Sometimes it's recommended to explode your mesh for baking, here's the exported lowpoly of my biocell before the bake:
[img]http://files.1337upload.net/explosions__1.png[/img]
[QUOTE=azgag;43962786]Actually your low poly doesn't have to be a single piece, you can have several, unmerged parts (those will get grouped when exporting/compiling).
Sometimes it's recommended to explode your mesh for baking, here's the exported lowpoly of my biocell before the bake:
[img]http://files.1337upload.net/explosions__1.png[/img][/QUOTE]
Oh yeah, that's true I did do an exploded bake for my bathtub model, damn I'm stupid. Sometimes I just put stuff into practice and then forget about it completely when working on a new asset.
[QUOTE=Sam Za Nemesis;43966531]I made fancy colourable doors with fancy shader params because why wouldn't you
[img]http://image.noelshack.com/fichiers/2014/08/1392782608-doors1.png[/img]
[img]http://image.noelshack.com/fichiers/2014/08/1392782752-doors2.png[/img][/QUOTE]
Amazing work as always :)
[IMG]https://dl.dropboxusercontent.com/u/7856270/clothsculpting.jpg[/IMG]
cloth is fucking hard, especially suit vests and business shirts
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