First of all sometimes you don't really need hi-res model and could start with normals editing(face weighted normals ) and then just paint few dents and imperfections to normal or depth channel. If you really want hires model an easiest way would be first subdivision for rounded things and then re-mesher in Blender or…
Hello @guats, There isn't a setting to check in Toolbag to properly import FBX data. All features will be listed in the Maya/3D Package export options. I am seeing Hard and Soft Edges being respected on my end from Maya to Toolbag. Try a different FBX version to see if there are changes, my latest test was with 2018.1.1…
There's a few ways to approach this. The simplest is just to use the pinch brush, sparingly. For a more stylised (and destructive) approach, try some of the trim, planar and polish brushes. A more involved way is to use morph targets and the clay polish effect in tool>geometry>clay polish. Store a morph target of the…
all you got to do is use transpose or make a zsphere rig to deform that area to check and see for yourself. Bend the leg all the ways it could during animation. Does it look bad or not? If not, no problem. This is something worth practicing so that you can get quick at it if you are going to make a lot of models to be…
@astraldata, If you're already are using MODO for animation, why not try using its sculpting tools for modeling and shaping your mesh? While it doesn't have the finesse of ZBrush, it looks like MODO itself might be able to do what you need it to do. I wrote a little macro a while back that will Freeze your subdivision…
Just to be sure. You are making those "hard" edges right? Looks like all of your edges are soft and you've got a 90 degree angle producing that weird shading. I'm a Maya user but I assume that you want something similar to the right object in this screenshot: http://i.imgur.com/EHSs74A.png Same View but with Hard Edge…
Ok managed to spend a tiny bit of time on it, so here is the bare bones of the tool now. https://dl.dropbox.com/u/2360554/mayaScripts/curvyEdges.py install by dragging that into your maya scripts folder, and makeing a shelf button with the code. import curvyEdgescurvyEdges.curvyEdgesUI() Usage: make a edge selection, run…
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate…
cheers for the feedback, dont worry about coming of preachy lol, all help is appreciated. i completely rebuilt the rear section of the car today, noticed so many innacuracies. the cars shape is a lot flatter in sections than i thought, so the model looked very soft. wireframes below, as well as a couple of questions. in a…
I believe they are referring to how this will look when baked. Unless you don't plan on baking it? You can still achieve a sharp look in your model, with subdivision. Loosen up the edges, and apply a material with a specular level and some glossiness highlights. This will allow your edges, to still look sharp, in your view…