KOS-MOS Model (and possibly other Xenosaga models) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: The Resource (https://www.vg-resource.com/forum-85.html) +----- Forum: The Models Resource (https://www.vg-resource.com/forum-50.html) +------ Forum: Model Discussion (https://www.vg-resource.com/forum-54.html) +------ Thread: KOS-MOS Model (and possibly other Xenosaga models) (/thread-14825.html) Pages:
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RE: KOS-MOS Model (and possibly other Xenosaga models) - Novax - 09-10-2010 The problem was how to smooth it and texture it XD. I also need to learn how to inflate/blow it up right instead of guessing as well. RE: KOS-MOS Model (and possibly other Xenosaga models) - Shadowth117 - 09-10-2010 (09-10-2010, 12:00 PM)Novax Wrote: The problem was how to smooth it and texture it XD. I also need to learn how to inflate/blow it up right instead of guessing as well. Well for one thing, unless you fix the normals that model will NOT smooth well. That's probably you're biggest issue here. Blowing it up accurately could be helpful, but in the end what's really stopping you here are the checkered normals. Once that's out of the way then you just weld the vertices and fine tune the smoothing. RE: KOS-MOS Model (and possibly other Xenosaga models) - Novax - 09-10-2010 Just to let you know Shadowth, all the images shown is from using the 2 rips method. Granted both methods need what you said to be done, I'm just stating so no one gets confused. |