@onionhead_o Thank you, pal! It's doing it's best to keep the number of poles low within the constraints defined by the boundary. We're going to get there, you guys. I promise! https://www.youtube.com/watch?v=1NufEhNK2Qk Now, the program still needs some work. I still have to adress a big weakness in the way the seams are…
You have to go through a particular set of steps to implement this because of how Command History works, but here's a way to assign a hotkey to switch between your Symmetry states: * Execute a Symmetry command (will probably work on any command) * Right click on it in the Command History box to the lower right of the Model…
Great start. The render looks...blurry? or like it's being softened a lot in the post-processing, which can be fine, but in this case I think it's too much and takes away from the realism of the scene. The rocks look a little soft and formless - some more solid, defined shapes to them would help a lot. Overall I think it's…
New to the site, so figured I'd dive right in... Decided I'd tackle the hand-painted category - organic modelling is something I need to work on, especially trees. Roots and branches are a right headache :s But anyway, started by playing around with the stump since it's fairly low investment: Using Maya, and going for…
Hi @Fansub I had some free time today and tested the script on Mac, it does seem to work, with a few exception such as I can't get the help message to display. I find you are defining proc you aren't using? I assume it's because you don't have time to clean up for this release. So I formatted the mel script for better…
I might consider fleshing out your blockout more, getting some interior camera angles set up with the FOV you are looking for, and defining the elements on the image you like in block geo. Focusing on scale and interesting layout, and considering the story you want to tell within it. Then maybe you can shift gears and go…
I can't tell that you're even baking a high poly model on to a low poly model. That should be your first step. I'd advise doing the high poly first and let that define your silhouette for your low poly. I wouldn't even worry about texturing right now until you can properly bake a normal map from your high poly to your low…
Thanks Chris. I definately see what you mean about the pumpkin being blurry. I think I'll go in for another detail pass and try to spend a little more time on this. I'm not sure what you mean by splitting UVs and UV count. Sorry, I'm relatively new to UV mapping, and what I've learned is pretty much trial and error, I dont…
Actually this is probably for the best; now sonny-boy doesn't get the opportunity to show off for his dear old papa. Idealistic kids in charge of powerful weapons and a need to impress an idol, well, that's not good for anybody. How he feels about his father's death (I don't know much about their religion or beliefs) will,…
Also displacement occurs typically along normals defined by vertex normals. So any object that has split /hard edge / sharp corners / normals would typically make a split in displaced surface . Few renderers can fix it automatically to certain extent but not Octane probably . Also typically displacement is working together…