[EDIT]: Since it's hard to point out the exact 'odd' or critiqued locations, a picture is always nicer.
Key
Red - Could connect the meshes to make it seamed together, can't think of the exact word.
Yellow/Green - Areas that, in the render, seem odd and could use a slight touch up in the geometry of it. Move some vertices around so with the smoothing groups applied, it doesn't look oddly shaded.
Blue - This 'bar' looks crooked and not-level, either way it should be inclined slightly judging by the crevice near the door side.
Note: If I got any colors wrong, it's because I'm Red-Green colorblind.
Last edited by Bastinka; December 12th, 2009 at 06:48 PM.
Needs a door handle, looks like the only way to get in is thru the window. The door looks welded shut to the main body tbh. Everything else is good.
Working on a low poly right now. I intend to go through the whole process of getting shit ingame.
Right now it's very boring and I'm looking into ways at fixing that. Maybe I'll throw some straps onto the hilts/grip area or try and see if I can model in some floral bits or something.
The runes are floaters and probably oriented wrong. I'll work on fixing those up.
Last edited by legionaire45; December 13th, 2009 at 11:23 AM.
Looks very nice. I like the nice little touch of the Old Norse rune carvings along the side of the blade.
Can someone help me on yet another UVW Unwrap.
Ok, It's a magazine low poly model. I'm wondering if there is a way to use more of the space. If not then I will have to deal with it as is. I am going to have something different on the front and back is why I have both sides unwrapped and not stacked.
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For such simple models I don't really see why the unwrap will need to be perfect, as you will not see it very often.
I can't image anyone looking at all the detail of the magazine.
Post an image on the model, with a wireframe.
Model some bullets, throw those on the same map. (I'm assuming that if he's using a separate map for the magazine than the gun that the model is supposed to be a showpiece of sorts....)
Make the top and back of your mag take up more space on the UV.
As is, you're going to have a very low resolution texture on an area that, while not seen very often, is still visible during certain parts of your animations.
Another thing - unless you plan on using that magazine with multiple weapons, you'll want to integrate the UV for that with the weapon it is intended to be used with.
Here's something that might help.
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