Yeah, bevel basically divides an edge, chamfer vertex splits a vertex into a few, so if you use it on a corner vertex the corner ends up being a polygon.
I think you can do that too but I read that EXP doesn't keep it saved each time, so it won't automatically load the layout each time you open the program.
Personally I'm just wanting to see the process, as I currently have pretty much no idea how to create a texture like that. I want to learn the process and methods and use them to make my own stuff (which are unlikely to be weapons anyway hehe).
Maybe releasing it when you can instead of waiting for Ichi's one might actually help people with the modelling. It can show them things to do/not do in the modelling process that influence the unwrapping/skinning, so when they actually do the modelling they have some foresight and don't do...
I'm really looking forward to this. There are loads of tutorials on making models, applying textures and that, but hardly any on actually making the skin. That may not be your best work but a tutorial on how to do a skin that good will go down very well with many people, me being one of them...
With XSI exp you have to reinstall the layout each time you run the program. I can't remember exactly how to do it, I'm sure you can find instructions if you do a search. Basically you install it (doesn't matter where you have the file since you browse through to find it). Then you go the...
Definitely looks better, but it'd be neat to see some of those 'real-life' details, like litter, garbage, crap, dirt, and grime. Plus some more detailed skins (like the streetlight--the bulb part is always dotted, isn't it?), and it'd make a great piece.
Gotta agree with Shinobi || as well...
Death Trap you can get layouts for XSI that work at other resolutions. When I was having a go with it I was using the 1024x768 layout as that is the monitor resolution I use. It just means that a couple of options that are normally visible in the full resolution mode have to be accessed by...