Apologies for no wireframe, its a mess, its one of my first attempts at character modeling. I was looking for tips on my proportions and anatomy. im aware of the wonkiness of my head/face, but tips on what would make it look more natural would be appreciated generally just rip it apart
I'm just wondering what cases bad smoothing in Max or Maya? I've notice when in both that you'll have a crease line that clearly shows the Tri on a Qud and extremely dark areas that look like that they are warping. An example Warping effect along with Wireframe that is happening around the slide.
Does anyone know if its possible to quick unproject more then one layer at a time in Mari 3? Ive been watching some videos on it and can't find a lot of information on it. I would like to be able to quick unproject a color layer and a wireframe layer so I can see my geometry.
Hi guys, im switching from maya to 3dsmax and i have a question is there a way to make the new primitives to come with a default material assigned? (like in maya default lambert i mean) Because i dont like that wireframe and object are displayed with the same color... confuses me! Thank you in advance :)
The 'pinching' and second image with wireframe. I used soften normals within Maya and got this result. I unlocked normals, set to face tried every option up there. Got nothing from it. This isnt the only location I got this artifact from on my model.
Esta caja es para juego, si tienes alguna crítica o consejos para hacer esto mejor, por favor dime :) la versión baja tiene 2000 poli y 4000 tris, utilicé una versión alta para el borde suave This is the wireframe More images! :
Hey everyone, I am working on a stylized soldier model using my friends concept art as reference. I will be making 3 texture maps (diffuse, normal, and specular) and he will need to be around 30k tris. Here is the concept work: And here is the wireframe I have: If anyone has any advice for me that would be great.
Currently, it is not possible to export quads or ngons from Toolbag. As Ryan mentions, meshes are triangulated on import. We keep the quad-ngon display around for the wireframe view only. It may be possible to support this in the future though. I will add it to our suggestion list.
Hey all! I recently modeled this AR-15 as a game asset - I would love some feedback. I've been advised to revise it to fit inside a game universe (CSGO, PUBG, etc.). Any other feedback would be appreciated as well. All renders were done in UE4 aside from the 2 highpoly images (the greyscale models, rendered in Zbrush). I…
Amazing stuff. Especially the two breakdowns are very handy - thanks a lot for it. One question: May it be possible to see some wireframes of the models? I'm working on a new portfolio piece and have no clue how far I can push the geometry these days. :(