A real simplified step by step: 1. Find some orthographic images of a character to model 2. import them as image planes in maya 3. Add primitives that approximate the main volumes of the character (torso, head, limbs weapons etc) and set an appropriate amount of starting divisions and position them to match the image…
Double posting yet again! Well the good thing is that I did what you tolled me SirenBlue, about using the reflection option, and it work... sort of. I still have a few problems with adding the shapes to the main model: 1) I can't seem to add all of the shapes at once without causing the model to disfigure, like it did…
Thank you for the input Zocky ! I will think about doing this technique, probably make some tests. Anyway, small update: Made the tree and the small red papers hanging from it. I made some loop wind animations for them (3 different animations, that start at different moments on their timeline). I did some tests with cloth…
Overall, I'd take a step back for a bit and revisit your proportions and topology. Add in as many polys as you need to get the form down first. Don't worry about modeled in detail until you've moved onto that step, adding in extra meshes is not a crime. When you're satisfied with the form, then you can think about reducing…
Hey peeps!!! So...yeah, I haven't posted in a while. I've been busy with my part-time job and learning stuff like XGen. I did this a few days ago but I didn't wanna post with such little progress: yey, eyelashes on fleek (or is it?). Oh, and don't mind the missing the caruncle in the eye (the pink fleshy part). I was just…
Damn good point, and one of those things that should be way high up on the list of things 'that just have to be in place' Its been a bumpy road for me, coming from an Unreal Engine 3 studio where things where fairly quick to at least see from max into the editor - to then going to Trion who used a custom gamebryo pipeline.…
It would be good to know which software you are using... As for retopology: There are several plugins/stand-alone programs to do that. Like Graphite Tools(included in max2010+, or als plugin called polyboost for older Versions) WrapIt awesome retopology plugin for max but not free Max Retopo little free script like the…
*changed some of the text, didn't want to sound offensiv or arrogant* what goes in the param2d in the ramp part should be more than obvious :O the ramp, the texture you use to change the shading, i added a sample picture above the arrow :)http://polyphobia.de/public/tutorials/TF2shading/003.jpg What exactly don't you…
Yeah you are correct! But doing good LOD's is going to be a challenge on these trees for sure! :D Been reworking the whole scene, taking a step back and trying to really push the realism in lighting and such, it is hard to "restart" like this but something wasnt feeling right, still seems like something is missing... and…
I tooks screens to show how I do this step by step. It's eaiser to weld vertices if I do this if I do this in 2) way (see my first post) but I lose uniformity of distance between dents. If I do this in 1) way I and cut across the dents I get some nasty seams in them which take too long to fix. Actually even though I use…