Hey amigo. ITs great you're doing a xenmorph. I cant wait to see wht ou can do. I would suggest starting at a lower sub-d instead of with millions of polygons, it will definitely save you a lot of headache in the future. YOu can worry about the details later after you get that form blocked out.
Hi everyone! My names Jonathan Agueda, currently in Orlando, FL. I'm enrolled to The DAVE School located inside Universal Studios and have been doing this work since March 2017. I'm also doing freelance work for Pixel Perfect Polygons on "Our Ghosts of War" and for Monkey Punch Studios on "The Government Experiment"…
Thanks Daz - I tried switching the hardware shading properties from color to transparency and to combined and it doesn't appear to have any effect. Surely there are people who use Maya for games and need to display transparency in the viewport correctly? I can't believe a major 3D app can't sort alpha polygons and nobody's…
Hey everyone...here is a quick update of the model I ended up remodeling the torso since I hated how it was coming and opted for a more heavy metal look :) I am about to work on the arms as soon as I can find an optimal look for the polygon flow...and then I am going go for some optimisations. stay tuned
It's just a manual retopology on top of your high poly. To get the even distribution of quads just means that in the case of Blender you just grab a bunch of polygons on your low poly retopo, smooth them, and snap them back to the surface with the face snapping. With the combination of shrinkwrap modifier, uniformity of…
That mountain range seems to be at the wrong scale. It seems very small in terms of detail to size. It also looks a bit like you're throwing too many polygons around, especially in the trees, which could give performance issues. (especially with overdraw) And your textures (for the buildings) need a lot of work in regards…
yup I was asked to make a base mesh that could be textured or used as a blank for sculpting. I believe the sculpt has to be baked back down on the base mesh for the final though. Oh and I would imagine that with the extra 500 polygons you are allowed to change the UV's. Without changing the UV's there isn't enough space on…
Aaaaand here we go ! Still need to change the face, and add a base, and polypaint some details... I guess it will suck once decimated though... stupid 1 Million polygons limit... PS : yeah she's blond now, in fact the ref the client gave me is a fanart made by someone else, his real character is blond...
:D I just got used to Maya's quirks with regards to modeling. The way I work with it is that I remove the whole interface and use the Marquee menus, I've memorized the placement of every tool I use, so it's super fast to select split polygon tool for example. I need to customize my Max to do basically that :D
That makes sense actually, never thought about it that way. Maybe I don't need to try to reinvent the wheel with my work, and just make a polygon amount that will suffice. I'm certain I won't disappoint anyone with something good at a lower polycount than something horrible at a higher one. @ Zip I think he meant…