I'm no hard surface expert by any means, but doing something simple as a door would be not too difficult in Maya when it comes to hard surface modelling. Ever since I installed 2015, and don't get me wrong it's a fantastic improvement for a change, but what the heck is up with the smoothing? It's almost like they look like…
Sub-dividing the mesh changes the mesh normals, and will introduce new/different smoothing errors yes. If you manage to change the mesh normals of only the projection mesh, but not the lowpoly mesh itself, this would work. However i do not know of any way that can be done or? Even if you could only change the normals of…
Basic Zbrush question for those of you out there who might know what the hell I'm doing wrong. I made a head model in Max, exported it as a .OBJ, imported it into Zbrush and this is what I get. Which is fine, but then I hit that Divide button under the geometry rollout in the hopes of smoothing my geometry out so I can…
I'm working on a robotic rig, where most of the parts can simply be parent constrained to the bones. I've decided that I'd like the hands to be smooth bound. It works fine til I put the bones group, geometry group, and the rig group all together into a main group and parent constrain that to a control curve. Then, when the…
OK, so, I am really doing my best to figure out all this stuff on my own/by reading discussions on this, but I think I need someone to dumb this down a bit further for me.... So, my problem is that currently, I am trying to model and texture a low poly sword in Substance Painter (because Quixel's inability to handle…
Bal> Did you try to reproduce it in a similar fashion as I do in the video? Did you any form of smooth? (Mesh>Smooth or Modify>Convert>Smooth preview to polygons)? I just reproduced this in Maya 2011 as well (on a different comp for that matter). Same workflow as in my video.
I am sculpting a trench coat in Blender, and I am having a terribly difficult time finding the topology necessary get sharp looking rips into the fabric. Every solution I try, like this one for example, will usually produce sharp edges at the bottom of the "triangle", but the top will smooth out into a round shape. This is…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…