It looks pretty good overall. One problem I'm seeing though is that its a bit to floaty overall. When the car first contacts him and hes regaining his footing you need to speed that up a little overall...he floats a little to long in the air. I know your trying to show lots of weight, but hanging stuff a little to long…
I've noticed when trying to get nice detailed renders of a character I'm working on that the mip maps are making it look very flat from distance. Because I have a lot of materials it's a bit annoying to turn all of the mip maps off. For the Marmoset guys: Is there/could you add in a future update a global way to disable…
I'm learning how to make normal maps using maya and xnormal and everything seems fine, until it gets to the edge of a flat surface. I've been trying to find stuff about it online, but haven't been able to find any help. The problem is this. When it gets to the ends, the details seem to curve inwards. I understand that it…
KDR_11k: That's what I did. Yeah, if you're used to CRT's and have what you believe to be a great brightness/contrast/colour ratio setup, then keep the CRT around for a little while, just so you can calibrate the flat-panel to be as close as possible to it. I plugged mine into the VGA port even though it could be DVI,…
I am looking at buying a Windows tablet/slate/whatever other flat computing device for creatives. I understand most modern tabs come with Wacom Digitizers which is what attracts me. Im sure there will be a few among this forum that have such devices and I ask, how are they for drawing or modelling (zbrush and maya for…
Hello A topic that often baffles me, and I very rarely have a way around it that isn't just.. have the two elements be seperate and just clip each other slightly. I'm hoping the title gives it away but I will provide some examples with what I mean just in case. When constructing a model that has a certain part of its…
Hello There! Im seeking help on this matter, since could'nt figure out it by myself. I sculpted a T-Rex via Dynamesh and created a low poly from it by using the Z-Sphere+Rig method. The Lowpoly got a UV Layout in 3ds max and was reimported into Zbrush I then projected my original Scuplt and Polypaint information onto the…
Does look good so far. I tend to like more conservative lowpoly meshes, but it’s really not a big deal. You’re demonstrating a good understanding of modeling already. But I would not model the grips, that’s small enough a detail that normal mapping makes more sense. Also a lot of the detail on the back could be flat and…
Hello. I am looking for script/option in maya that let's me select and then delete edges (support edges) that are on flat surface to create low poly faster. I started to look for it today and I am kinda shocked that I didn't thought of this earlier. I mean in theory it is simple and genius and I am sure that someone came…
or does it not matter? I'm going to be using headus uvlayout. Someone told me that I should have my hardsurface model in all quads before unwrapping. Problem with that is that I need some tri's in there if I want it very low poly. If I need all quads before unwrapping, are there exceptions where it is ok to have tris? Like…