Working on my terrain modelling. I kept wondering how to create new polygons when i made a cave or something, and then remembered negative extracting. Doh! :P
That looks really great. I am assuming that is minimal texture work but it would look great with some polish. Does the q3 engine have any problems with that many poly's being connected to one point?
Nice start. When you begin your model from a cylinder primitive, note that Max wastes two tris on the cap every time - unless you need that centre vertex for something, it's a good idea to get rid of them. Converting to Editable Poly is the quickest way to do this, it will usually retriangulate more cleanly. When you switch to models for geometry you get massive power over where each triangle goes, but you also get the responsibility to make sure each triangle counts.
Have you tried starting objects by lofting shapes along splines yet? It's a good way of avoiding objects where you can tell immediately what the initial primitive was.
dunno if i already posted this here. it's my former school and i'm working on it for almost half a year now.. it's so huge. gekitsu is helping me with textures.
dunno if i already posted this here. it's my former school and i'm working on it for almost half a year now.. it's so huge. gekitsu is helping me with textures.
[lvlshot]http://img.photobucket.com/albums/v325/dahappybanana/water.jpg[/lvlshot]
I got bored in class one day, made some water in PS
Pretty good for a newbie?
[size=92][color=#0000FF]Hugh Hefner for President[/color][/size]