Its already been called to attention.
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Its already been called to attention.
I've seen the error myself and thought about re-rendering, i think il just remake that face and see how it looks after.
Snafubar, would you by anychance know of a way to edit the mesh so all the angles are correct?
Mass, i didn't make any insets at all, their nearly all cuts that have been extruded and the sharp edges chamfered.
most of it was plane modeled and then extruded to fit.
I usually use simple geometry to check my angles, usually with cylinder divisions. I don't know if that makes sense, it's 4am.
You can tell when something's a 45 by the way it aliases. But Snaf is right, just make a plane and rotate it with angle-snap on to the desired angle and line 'em up.
It's not that the shape itself isn't forerunner, you've definitely got the idea down--it's just that it will look much sharper and more professional with proper angles. It has a sort of off look to it right now.
I've never actualy used snap-angles so il have to look into that thanks.
I know i have been showing various different works lately but i do hope to add them all up and put them into a single structure besides the forerunner generator [which im more than likely to use to remake the library lift].
Thanks for the comments anyways il see what i can do to further correct issues.
Angle Snaps Tutorial:
http://files.filefront.com/maniacs+a.../fileinfo.html
http://img140.imageshack.us/img140/8353/rlreloadgb4.gif
Anyway I can make it better?
I think if you emphasized the push of the clamp being taken off it would be better. Like, maybe you could show a half second of strain before it pops off, so that it doesn't just seem like its sitting on top of the rocket when he pushes it off.
the fingers perforate into the mesh