I'm not sure what to call what I do but I suppose retopo is a word that works. I primarily use max so making use of the modifier stack goes a long way. Almost every time I make anything hard surface I'll embed my LP inside my HP and use edit poly modifiers to separate them. Depending on what I'm doing I sometime have to…
Well actually the topology is unusable (for subd) so you have to make the whole part with booleans, so it's only suitable for certain kinds of shapes. Basically, have your object with all the boolean modifiers, then put a remesh and smooth modifiers respectively under those. This acts as a kind of fake edge beveling. Here…
Well I actually wanted to make him look like the sec. season of Prison Break... ... where he doesn't look like havin done XTC all night. Anyway, I worked according your advices and also changed some figures I thought needed to : - Made the jaws muscle bigger - Modified the beard - Added shade on the eyes areas - Removed…
You can make max behave like unreal ed. for example... If you put a mesh select (or poly select)that has nothing selected between your model and your uvw map modifier, you can edit the model and maintain your boxmapping to the same scale automatically. I have a box with the box uvmap set up for each texel density (128,…
This used to happen to me ages ago, usually after a weld operation. You can separate them by selecting the face geometry for one side in the viewport and in the UV Editor right click and select "Detach Edge Verts". If you have only 1 object selected, with 1 unwrap modifier does this return false:…
- I have Regularize and quite some of the other poly functions from the modelling ribbon in my right click menu, hate the ribbons. - Same with select instances and select similar - Super smart create on space, this one speeds up workflow the most for me. Also a few other ones (not necessarily for games, more general…
Hmm ... I tried the above Turn to Poly on top of an Editable Poly w/ mismatched face normals, but it didn't unify them, and actually made a mess when collapsing (duplicated the mesh on top of itself?). I'm assuming what you want is the Normal modifier's "Unify Normals" function, which makes all faces point the same way…
I urge you to use the Skin modifier as an alternative. If physique is required, I have a script that can convert Skin to Physique and vice versa. http://monsterblues.wordpress.com/2006/04/27/skin-2-physique-and-back/ But to answer your questions: 1. Yes. I recommend keeping the unwrap modifier under the physique or skin…
Well, what happens to me is... if I try to apply the cloth modifier to say, a modeled shirt that I've placed over the character... the collisions fail quickly. But, if I create the outline for a shirt using Splines and then apply the Garment Modifier it actually creates a side of the same object but with a mesh specific…
Hi guys, thanks for the feedbacks! Torch: As I work at Allegorithmic (and do some product design on SD too), my opinion is necessary biased. But I will try to answer your question in an objective way : ) Substance Designer is "natively" dedicated to texturing so once you know how to use it, it's really quicker than doing…