I decimated all the bricks to around 400,000 and assembled 12 of them in XSI. However I am trying to create a low res mesh around them at it's running waaay to slow. So I decided for the purpose of creating the low poly mesh I was going to use the polygon reduction function in Softimage. Then build the low res mesh around…
I really dig the cat hat and the ponytails. Whenever you are modeling/sculpting a character, try to get as much reference as you can from as many angles as you can. A good anatomical understanding is the key to good character model. Also take advantage of the polycount wiki topology section. It will definitely help you…
Apart from your Points, i don't like Maya As you but i Must work with it as a max user too. And i Must say in some Points is Maya a Great Tool i like the uvw tools they working like a Charme out of the Box, in max i Need a Couple of scripts .. (textools, chugnut tools) and the Split Polygon tool, but i Miss some modelling…
Well the nature of the problem is simple. If you texture on a straight object and then bend it, the texture will stretch on the polygons that get wider and compress on the polygons that get thinner. That's the basic logic. If you texture on an object that is already curved, then there is no stretching or compressing to be…
@SylveriaDreams Ahhh, great to see some WoW fanart. I think there's a lot to improve. The scale of the scene doesnt feel very big, it feels like a miniture version. Take a look at your proportions and the size of the details. You also have some edge loops that add polygons with no reason. Make sure that the vertecies…
Tonight was fun - I successfully ran through my first "high poly" texture bake. :) Actually, it was more like baking 86 polygons of low frequency detail for a normal map for an 8 polygon door, but hey, gotta start somewhere right? This was my take on a chapter on the topic from Andrew Gahan's 3ds Max Modeling for Games,…
Hey man, looks like you're off to a good start. I would suggest that before you start texturing you think about what sort of shapes you want the character to have. Either do a high poly model to bake the normals from or manually harden/soften edges so you can't see the polygons anymore. Don't be afraid to get in there and…
hm, at last and first vertex of a chamfer vertex pair/series (say top and bottom for simple 1 poly between) you generate a plane whose normal is made from all connected non-chamfer polygons. that gives you 2 planes that intersect at a line on which our "old vertex" should be. then intersect that line with a plane that is…
Is there any reason you would want to keep the "polySplit" history node after disconnecting it? Because deleting the Connection and deleting the whole Node produces different results. For instance. Create a polygon cube, add some splits with Split Polygon Tool. This produces a polySplit history node. Now, with whatever…
Yes, I made two errors : making the mane flat and triangulate the model before exporting. xNormal requires the model to be triangulated, but ZBrush doesn't seem to like it... Should I use the AO map for the diffuse and just color it ? It totally makes sense. And this way I can add more polygons where I need (when I…