My guess is max needs the correct information before going : "ooookay I see you have two identical pieces of geometry here, no problem Ill just duplicate the UVS ya got there". If even one vertex/verticy if un-welded, all of a sudden max has no idea what to do theres not really a difference between stitching and welding.…
Quite a few closeups of the final mesh on my Owlbot. I love the way the eyes came out and am looking forward to seeing how they animate and express themselves. My instructor pointed out that the edges in the back of the skull, where the 'brain' connects to the skull, suggested I move the vertices out away from the corners…
I have been playing around with Modo,using the inline help documentation,I am loving it already.The first thing I noticed about the app is that its very similar to Blender in terms of the different modes and other stuffs but what is keeping me hooked is the fast realtime renderer.Its super FAST!! with global…
While polycount is about games stuff, I'd still like to make a few notes. Disclaimer: I'm the character modeling lead at Digic and we build assets for CG, using subdivision at render time, so a lot of this is probably irrelevant to games today but might become important in a few years. As others have already mentioned,…
Hi Luxxa. I FEEL YOUR PAIN. I've generally been the artist that has to go around fixing all of these any time they happen -- and they happen terribly often, especially when you're working with modular geometry. The cause of the flashing dots is, supposedly, t-junctions. (i.e. Edges that are snapped together, but where…
Looks like it could be a cool game are to explore. I think what pliang meant was that the entire thing has a smooth modifier (but i can't speak for him, I just had that impression before reading his post). It really depends on what the final product will be though. Game engines vary pretty widely on what they can do and…
odium: Those extra verticies will be useful if he makes a shader that paints in a 2ndary texture per verticy in unreal. Basically multi texture painting per mesh calls for a bit of geo for it to look slightly correct. In my opinion having the extra geo when used wisley within unreal is perfectly fine, in game development…
Hi! I think Subd modeling is an important skill to have. It's relevancy for a task depends on the specifics, one consideration being iteration speed/flexibility. For an organic subject, sculpting might be a more fitting way to control the vertices (however Subd modeling might be used for creating the base). Aside from the…
those are nicer to use with the pen than the mouse imo. honestly though - your shortcut selection should be based on the work you do. eg. if you connect vertices a lot, learn where the default shortcut is and if you don't like it, change it.
Thank you, @musashidan! as well as everyone for all of their help up to this point. When we talk about smoothing the model in Maya, are we talking about setting soft edges on the whole model, or averaging normals and averaging vertices also? (I experimented with these options, but averaging normals made my mesh look like a…