Polypainting is just that, you apply color (paint) to verts (polys). zBrush uses it as a method of 3D painting. It's pretty cool, but has its limitations. Since it applies color to vertices, you need a whole lot of verts in order to paint anything detailed. This means that you need to paint on a highpoly mesh, which then…
regarding presentation: you only need to display the actual tricount. don't worry about the other stats so much. the "making of" image for your creature render doesn't really belong in a portfolio. If you're going to show a maya viewport at least hide the grid and stats - it makes for a poor presentation. Same goes for the…
Watch/Read this to learn about hard edges/smoothing groups. Exploding a mesh is a method in which you take the sub-parts that make up the mesh and 'explode' them so that there is space in between each sub-part of the whole mesh. You do this when you have intersecting or very closely adjacent sub-parts of a mesh. When you…
DM uses the polypaint to judge where it would need to place the verts to maintain the detail, just as it tries to maintain the same surface. A mesh that has been decimated down to 200k should have a better looking polypaint on it than trying to paint the same thing on a 200k subdivided mesh. There will be a small drop in…
eh......i just wrote a whole paragraph and accidentally hit the stupid 'stumble' button and it all got erased. :( in a jiffy: polygons = way too highres dont tile textures for something like furniture, should have unique unwrap get a highpoly done and get nice normals/ambient occlusion (xNormal!) :) i like your TF2 weaposn…
you said you have 4 shaders with 4 512'x a piece? so this whole object could be made up of 1024x1024 pixels worth of texture space even if it is broken up into smaller maps. A high poly would be good for multiple reasons, you would get nice bevels on most of the edges that would catch light niceley, it will give you a…
@BradMyers82 This feedback was way more than I ever could hope for, thank you so much! Regarding my references, I do not have a solid portrait that I am trying to make her look like, maybe that is not so smart? To not have a set reference? But what I looked at most was this piece, http://www.paultosca.com/tt1/tt1_10.jpg…
Poly count isn't really an issue nowadays, they are fairly cheap on modern hardware. Lots of games use this technique, more or less extensively. You don't necessarily need to have all edges soft though. Or you can do a combination of baking pieces that would otherwise be too highpoly, and apply bevels on corners of…
hi enodmi and syros. i used a cellular map and some noises in 3dsmax as a diplacment for the metals. so the metalparts of the basemesh are made highpoly and displaced all in 3dsmax. the wood basemesh was exported over to mudbox, and then sculpted. the basemeshes were also already uvmapped, so that i also loaded a midpoly…
motives, you mean vertexColor in viewport? Pretty easy to write a MEL script to do that, on a User hotkey. I made a shelf button to do that. Oh, and regarding wishlists for Maya, fixing the bloody layer manager would be nice. It's the most hilariously bad implementation of a system I've ever seen. You can't just slow…