Since the last few releases and especially the latest release of 3dsmax 2018 I am not so sure about the future of 3dsmax. What are the best alternative 3d packages for non-destructive modeling (Characters and Hardsurface)? In 3ds Max I work with the modifier stack a lot. Will Modo or Maya implement a stack based modeling…
Hey guys, real quick and easy question. When baking out normals, are you suppose to have no smoothing groups, organized smoothing groups or everything set on 1 smoothing group? My teacher told me no smoothing groups at all but when i bake it out it looks like shit and im basically loosing all smoothness from my highpoly.…
Current progress : -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Hi Guys, I started to work on a Dwarf Slayer from Warhammer universe during my spare time. Here is the…
Hi there, My name is Patrick Walsh, I specialize in weapon modelling and texturing but I am equally comfortable with all hardsurface modeling such as vehicles and level props etc as well as organic modelling. I have worked on upcoming titles for iPhone and XBLA. I also have a good deal of experience with Unity. My rates…
So the main feedback I received at GDC was my facial anatomy needs work. So I'm going to continue to practice on them, while working on some more hardsurface work for my portfolio. Here is the first study it was just a quick sculpt trying to capture likeness. I didn't really want to waste a ton of time on the hair since…
Hello fellow Polycounters I have a question regarding workflow for High-Poly. I work in Maya. For my hardsurface models (i.e. a revolver) I use SubDivision by inserting edge loops to get to my high poly and those smooth edges. It can be a pain sometimes though. Is this still the common workflow for studios? Or what's the…
Thank you all for your help, that was great you guys !:) it turned out the problem was in my HP, the loops wasn't goint as good as they should. As i told before i'm not a big hardsurface guy, so now i know how everythink needs to be flat and square. I wont redo the HP but i've made it a lil bit more dense and the artifacts…
Allright got it! The thing is that i watched this https://www.youtube.com/watch?v=Z9wgKy-F1Rw tutorial from chamferzone and he didn't mention anything about checking triangulating option so i never did it. but if i do re-bake and export my model with triangulation option on does that mean it would probably fix the the (…
The design looks great! only think that looks a bit odd to me is the size of the head,it looks a smaller than it should. What software did you use to make the model? just curious.Did you work with a standard hardsurface workflow in standard modeling apps? (max,maya,blender) or did you mix and experiment with different ways…
+1 Neox advice. whilst Dynamesh/Zremesher are fantastic tools, their real effectiveness is knowing when to use them. Dynamesh is generally used as a block-out tool(amonst other things) or at a very high res on hardsurface creation. Using it as a retopo-stage tool on a fully detailed character with high frequency detail is…