SyncViewS, thanks for this very useful tool. I have one suggestion for wish list. Can you make a Skip edge/poly/vertex Loop and Skip Edge/Poly/Vertex Ring script, but my wish is script which lets a user select a couple of edges and it will continue the selection pattern around an edge ring or edge loop. PolyBoost has this…
Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…
Thanks a ton for that answer musashidan, you nailed my concerns 100%. So I guess a good way would be to lay out the whole environment and area first before and see where to best reuse what parts and have the texturing in mind while and even before modeling. The information with the cheap geo is golden. So that means, that…
just like gauss said, always make sure your looking back at your references. even though your model matches up with your side view, double check your perspective angles with your references because your clip and alot of other parts seem very edgy and blocky. its a high poly model correct? so make sure that your creating…
The script is updated to version 1.1 [ame] http://www.youtube.com/watch?v=jrJ5B20TqRM[/ame] As obliviboy suggested, the edge distance is calculated automaticaly to include all bridge edges. Falloff is also calculated to include all edges of the bridge when edge distans is used. "Interactive" Ralax is also added. Well, not…
I think OP meant what zbrush calls "creases" probably. A way to turn hard edges to zbrush creases so hard edge would stay hard when you hit "divide" button. It's possible to do if you apply a separate material to each smooth group in your 3d soft and zbrush would import it as fbx polygroups. Then its "creasePG" button in…
Hi, I'm here again with another unfinished project. Blockout stage at the moment. I've decided to share my journey through this project and see what happens. Its a small environment, you might have noticed that some of the wooden beams already have a normal map but that is not the case. I've decided to go for a midpoly…
Hey guys, I am baking all kinds of full 3D stuff on flat planes as sprites, and I have some issues with aliasing. I bake at 4x Hardware AA from xNormal and still I get this super edgy contours. This is a aliasing sample of a 2k texture, and I know i can render out a 4k or 8k and then sample it down in photoshop, but Id…
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
I would say 5k polys is really low, you can easily double it if you aim for current generation AAA games (e.g. Fortnite weapons are around 7,5k). For your topology I would add some support edges to remove the long triangles, I would also add the screws as separate geometry (like you did on the handle), not connected to the…