NEX is baddass. Their messing with the controls alot in the betas, but for v1 the controls are (sense theirs no readme afaik): Selection: full loop/ring = select edge/vert/poly and ctrl+shift double click on non-adjacent one. partial loop/ring = select edge/vert and ctrl+shift double click on adjacent one. Other = Edge…
Hey everyone, I've been working on this tank model and while making the lowpoly I quickly went through it and removed support edges and so on. I would select the edge loop and Ctrl+Backspce to remove it and it would work, most of the time. As I finished I noticed the tri count was still a little high so I went through the…
Hi All, I have decided to model a new car as my next project. I say new, it's from the 80's I intend this to be a fairly detailed car then texture it with substance packages with some wear and tear details. Here is what I have so far. My idea was to model out the main shapes of everything with good edge flow, putting edges…
Hi! Not at computer right now, but a common mistake is UVs not being split at hard edges. Hard edges are useful at steep angles to control the lowpolys shading - a smooth curvature wouldn't qualify for hard edges (but can still have a UVs split). Your post is missing images of the lowpolys shading and UV layout, so hard to…
@AXEL Thanks man I appreciate it! The final mesh has a polycount of 2,000 and not 9k I decided to drop it as low as i could go -So here is my High Poly Work Flow- 1. Create mesh make sure proportions are good super Important, on this asset i went back and forth so many times trying to nail the proportions 2. Start going…
After deciding on my final concept I was then able to begin modelling my character in 3Ds Max. Firstly I used two planes and attached references of the female anatomy from the front and side to help me obtain the basic shapes and appropriate scale for my female character. To begin my base model I started with a cylinder…
Hi Sirdelita, I'm afraid I don't have any iterations left one those ones. But I'll try and explain this with some new REALLY quick pics from max. First of all, I actually used the same technique as with my other rocks (as in the rock tutorial) starting with a plane (or a very basic "blob") that I apply and uv correctly…
Hey @PastyPict, cool that you decided to give it a go. I agree, getting scale and proportions, aka the "big picture", right is important. When the reference features a clear perspective, f-spy can be used to replicate it in Blender and then trace it. But with concepts like this eyeballing might be better. You could take…
Based on your vertex normal screen they are all split "explicit" normals in therms of 3d MAx doing gazillion "hard" edges. Perhaps it's something with that. But in general baking some complex shape into a simple cylindrical form would never be looking right without proper control of projection direction by a cage and…
Not if its only underneath the pottery. But that is assuming most of the potter is flat, or in chunks like the sample image. That would be my advice as well. Use a neon blue/green/pink back drop, Use the quick selection tool/magic wand/Select by color range for a base selection, The use 'refine edge' to drive it home. The…