Hi Polycount Community! I just made an Ax in Maya and i importet it into zBrush to make a HighPoly Sculpt. So i divided the Tool 6-7 times to become a soft model. After doin the sculpting i saw that maya cant handle such large tris counts. It lagged. What must i do before i import the mesh back in maya? Thanks!
Howdy all, here's a feller I've been messing with. 2242 triangles (character, axe and gun) with a 512 map for the body and 2 256 maps for the head and jaw/arm. Ork Front Ork Back Wireframes: Ork wire front Ork wire rear I have to update these since I took out the codpiecey thing and added a stogie. Lemme know whatcha…
Okay, so I've done some normals before without much problems, but this time I get this: Anyone ever experienced this? I can't seem to get rid of it no matter what. What the projection is "refering" to is the hi-poly version of an axe which is completely smooth. So I don't see any reason for it to get this weird. I've tried…
Is possible to symetrize a mesh usint the same vertices on the model ? Explaining what I want to do is lik ethat ... I have messed the vertices of my model and is no more symetrical , the vertices for both sides of the x y z axes are the same but are moved , repositioned rotated etc .. is it possible to choose one good…
Punch up the ground fog a little bit. Also, increase the eeriness by creating a little visual storytelling element somewhere. Maybe the axe has blood on it. Or make something else seem not quite right. It's quality work but it seems like a cabin at night rather than something eerie/spooky.
I just tried that and a number of other means of inverting the number and what I ended up doing was making the height of the box go down instead of up. But it still increased on both axes by sending the dummy further away. I think I may be going the wrong way around this.
Not sure I'm understanding it completely, but do you basically need objects to be realigned to axes of the grid or to each other? If so, the Normal Align tool immediately comes to mind. [ame=" https://www.youtube.com/watch?v=Z_VOD6egFDk"]3d Studio Max tutorial 08 normal align - YouTube[/ame]
Is it possible if anyone can give me a quick tut on how to apply textures to a imported dota 2 hero in 3ds max? I imported axe from the .obj file and when I try to import the texture it doesn't change. I will be really happy if anyone can help me. :)
The hair is a result of too much Final Fantasy 7 and watching my friend play dragon ball z or whatever :O also i got sick of trying to find a suitably pale skin tone so I just left it white. and then a mintaur axing some poor chump
Mirror seams usually occur because the tangent basis isn't calculated properly to handle that case. The axes for the vertices in the tengent basis have to be twisted around along the seam, so each side will get its own proper "flow" in the tangent basis. Hard to explain. Need to make pictures. :(