currently i am working on a model i will need to pose in the end, however where the joints are is tricky, do i model it as the image in a tpose with the cringe in the knee joint like the image or bend the leg and model it streched out and then bend it after posing in the bended shape? any help is welcomes
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
Hi eveyone, Would love some feedback on my current WIP models. I've been modeling on and off for about 8 years and I wouldnt even consider myself a novice to be honest. Trying to have a real serious continuous crack at it (as In move onto something else after this). Im currently making an outfit for Fallout 4, The outfit…
So I have seen from my research of trying to model a helmet that it has modules that animate to either open a visor, close the visor, or to serve another function. My question is that are these separate objects grouped with the helmet mesh or are they part of the mesh. I am confused because when I see the demo of these…
After 5 years of hard work, and thanks to many failed projects, I've ended up having a huge collection of game ready models. Because I'm moving to CGI department, those models will become "useless" to me. Now I wish to trade them with you guys at a very indie price. Let's cut the crap! For $150, you will get 2400+ fully…
I'm creating clothes using Marvelous Designer. My question is what is the right way to add thickness and how would I prevent self intersection and rig it properly for games. I'm using Unreal. I see lots of tutorials showing how to make the entire garment thick in zbrush but I don't see how this is practical or even…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
Hello, I have a question. There is High poly models and low poly models. What defines what is low and what is high? Only the number of polys it has?Can low poly model look as good and detailed as high poly model?Can low poly model look as good as this for…
If you look at some models from some 3D model market place.. then you can see there are some very convincing ones with mostly only the nobs modeled as real geommetry and the rest is only "some simple boxes" if you choose that style which is mostly rectangular (or have only simple beveled/chamfered edges) then you can even…
I just wondered how many people, especially with detailed hard body objects, block out a low poly model first and then model the high poly over the top, using the low poly as reference. Or do you block out the low poly and then add the details into that, creating the high poly from the same model? Btw this is when modeling…