Right I'm back and I thank you all for your advice because back when I posted that first picture I didn't think there was much more I could have done but boy was I wrong. I've done my best to follow everyone's advice but I think the main one that was difficult to do was reducing the brown. I added more tan to the arch…
Correct. From the Maya docs: To add objects or components to the current selection using Marquee or Drag select * Do one of the following:* Ctrl + Shift-drag over unselected objects or components. * Shift-drag over unselected objects or components.Note: When Drag select is on, Shift-dragging over selected objects or…
Hey @arcandio I say if your high poly model have good topology you can quickly remove loops to get desired silhouette and poly count. It would be fast way to make solid low poly, after that you can manually welding vertices, remove edges to optimize mesh further. I've used that workflow often, if you have good subdiv mesh…
I think it is absurd. If the game is released and the content I created is in the release (not unreleased DLC or expansion content) then I would put everything I did online. The time, hassle, and legal fees on their end to take you to court to have you remove a few pictures off the internet of released content does not…
yes indeed,i have had this numerous times on a daily basis at work aswell as at home. what i usually do is export the object as a obj real quick,and reimport so i can add it to a different layer,....its a pain though..:poly118: sometimes it works if you remove it from the current layer,duplicate it then add the dupe to a…
Its looking gd dude but try removing the lowest ribs, I think thats whats putting the anatomy off. If you look at the reference you can see the ditance from the bottom of the rib to the top of the pelvis / belt line is greater than the sculpts, if you remove the last rib section it should even out the distance and give the…
The screenshots show that you are over the VERTEX limit of 65K. This is not the number of vertices in Maya, it's after they've been split by UVs and normals. I've never bumped into that limit so I don't know if that could be the issue. Try importing the FBX into a clean Maya scene, and then exporting it again from there.…
So it's been a while and I've been working pieces of Sej's armor here and there slowly putting it together. So here's what I got so far There's thing's I'm still messing with like the top horns of the shoulder pad, i'm probably removing so it does not look like it stabs into her neck, and I might remove with top horns on…
Some words of wisdom i've picked up from here over the years: Delete all the games on your system. Remove them utterly. Clean your work area as it is now a work area. If you are painting/working offline then disconnect your internet. Remove all hindrances and distractions and set a routine of work and rest. 1:30 focused…
I think what he is saying is that you need to remove the specular component in the texture, from areas that you want to be transparent using alpha. He's also giving you the solution. Because your alpha is black and white, you would take the alpha texture in photoshop and place it on top of your specular. Then you set the…