For Maya 2016, the option is Mesh Display -> Reverse. @jose.fuentes: You can check your face normals by selecting an object and either Display -> Polygons -> Face Normals or going into Attribute Editor, picking Mesh Component Display and checking Display Normals. You need to reverse the normals of all the faces with green…
So I ran the STL modifier, and none of the options show faces except open faces. All of these are open faces, but they won't merge. I delete them, and re-extrude them, but they won't work. Some won't weld together. When I bridge Two edges it makes a twisted face, and I can't make it not do that.
Like Rhino said, the arms need work. What I usually do if something doesnt look right in a pose, i try to see if I can do it myself. Your bicep can't face forward and your palm face backwards comfortably. His palm should be facing inward, with the thumb facing the viewer.
That's what I've started to pick up on. When I first really got into 3D and making ambitious projects, I felt like the time that it took was just "baked" into the project itself. i.e. you want to make a real-time character? well then it takes xyz amount of hours no matter what. Now I've realized that you could make a…
I have characters in this game, I want to have their normal healthy textures by default but as they get shot and beaten over time, I want the texture to slowly turn into a "damage" texture like all cuts, bruises, and gore showing. Similar to how Mortal Kombat: Deadly Alliance/Deception/Armageddon did it as the players get…
Probably a silly question with an obvious answer but...previously I'd select some BSP faces and click a material in the browser to apply that material. Now, it only seems to apply a material to a face if I drag it from the content browser on to the face in the editor...one face at a time only. What am I missing?
It almost seems like nvidia and amd need to get involved to bring us to a higher level. Literately, to a higher interface level, such as the programming term. Working with quads instead of tris, throughout the entire pipeline except where they work nicely on the model. Round edge shading as part of the GPU chip, selecting…
This is a lot to fit into one image and post but here goes. The Goblin is boring. His design is boring, the materials in his clothes are boring. His proportions are boring. His proportions are very uniform and nothing really stands out. Everything is evenly sized. You say it's WoW inspired; one of the major aspects of…
Hey guys, I am doing some unwrapping in Blender. But this is more of a topology question. I selected some edges on my mesh. They are disconnected from the face on the side from the UV map. Whenever I try to move them, the edges from the other face move. Now I think that is because they are connected, I believe I need to…
Neat work, love the shape language you’re using. These look a bit like they’re meant to represent monumental stone statues, but the detail level in some areas looks otherwise. Have you thought about carrying these all the way through to finished materials? I’d love to see more care put into the face, the teeth seem to be…