I thought wtf is it called, ah yes road kill has some very nice clamping tools. You can sort of do what eq mentioned in max already with relax, but it's not as nice in my opinion. Select the edges you want the seam to be at and break the edges. Relax. If you want a seam to be straight, straighten it and check keep boundary…
UPDATE: This issue has been solved and had nothing to do with textures or meshes, in this case the problem was caused by a file called sharedbones.qci, after replacing it with another version randomly found, the problem was fixed. more info in this reply: http://www.polycount.com/forum/showpost.php?p=1764090&postcount=30…
It's not easy. For the most part it seems like people detach them. I've also seen people leave them attached but they relax like crap because there are so many folds. If you leave them attached, it normally relaxes better if you run relax on a selection of verts (with soft select turned on) instead of the entire head. Try…
Thanks @Eric Chadwick , @sacboi ! Call me anything but late for dinner. Also, that Dagwood looks like a giant corn dog. Artery clogging indeed... Subdivision sketch: Tin can. Another food related one. The goal here was to use fairly simple meshes, mostly generated by modifiers, to capture the subtle details using only…
Thanks for your response Ben. Yeah I did actually try something like this, I even went as far as to scale down the front polys so that they would get a bit of texture space once planar mapped. Unlike the tutorial my low poly bricks are all separate elements rather than one continuous mesh, so when I try to relax it (using…
The lighting is quite dull. Most of the time why environments don't look right despite the fact that models and textures are good is because of lighting. It's one of the harder parts of getting a scene to look good. For now, think about what sort of lighting can help bring the scene out more. I tried a very rough example…
not sure I follow 100%, could use some pix? i got to say, I usually am always trying new ways to model to see if theres easier/quicker ways.. One thing I'm playing with at the moment is in blender: 3d sketch the mesh with grease pencil, block out the shapes using metaballs, and retopo in either blender or silo or whatever…
Some of the best jobs I've had were manual labour. Landscaping, roofing, logging...just satisfying to look back on your day and physically see what you have accomplished. In that same vein, I've also wondered what it'd be like to be a butcher...though I doubt it's anything like I imagine it being. Maybe in the 1800's it'd…
I am going to have to agree that the relax function is what I use most of the time. The pelt mapping I find is only good for arms and legs. Anything with large amounts of structure that you want to keep relative to how you want to paint I would go with relax dialogue. I tried pelt mapping a whole head in max but it came…
Hey guys, I have a couple general questions about how to optimize my game better. Im making a desktop pc game. In the largest scenes, tri count rarely exceeds 500k, until you turn on shadows. Then it can go from 1-3 million. I've disabled shadow casting on all but the essential character and enviro pieces. I have baked…