sorry, English isn't my native language and I don't know the proper terms what I'm mean is smoothing edges like that: But I've seen vids where people just use Dynamesh and polish in Zbrush - like here: http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 (and I'm not talking about…
Hey Progg, Graphite modeling tools has a object paint feature, but I personally don't find it all that useful or as fully featured as Neil "soulburn" Blevins object painter script. http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm There's a reason the guy is a Technical Director at Pixar, he has a…
Day 1 Basic Blocking of this vehicle. The batmobile 2015 (Fanart). Not thinking about the topology yet rather just making sure I have geometry there in place to work with. Then topology then smoothing. Best part about this vehicle is that its fictional so I can easily place some fake engine pieces in there to keep the…
Hi, I am trying ndo2 for creating tileable hardsurface normal maps. But I have a hard time finding any information about how to stop ndo2 from applying bevels at the edges of my texture space. So I thought the edgeless layer might be what I am looking for. But the documentation is thin and many tutorials seem to have the…
This kind of stuff is pretty much normal for a mesh that's been created in zbrush using Dynamesh and Decimation master. One thing to try is to Decimate the model in steps. Go to 50% of the resolution and then go to 20%. You can also try Dynameshing to a lower resolution and using polish on the mesh before using Decimation…
Thank you very much for your comments Earthquake. You're right with the baseplate, I hadn't even noticed it. And you're also right about the intersection. About the edges being too hard, I didn't have the intention to bake it to a lowpoly. I started this more like a hardsurface subd practice. But is good to know in any…
I originally uploaded one huge zip , which people are saying is a dickpain to download from gumroad - just in the process of breaking it down into smaller, more targeted zips so people get exactly what they want. Some of the more sensitive photos have to be watermarked and repackaged, which will be time consuming and…
Well there isn't any real differential between 2D & 3D, unless you just want to make hardsurface highpoly meshes alone for your entire carreer ;P So grasp early on that they are not separate fields. You don't need a formal education in 2D but your going to learn 2D one way or another if your set on being any kind of game…
@BRADMYERS82: Thanks! Desaturating is a great idea. I will definitely use that once I have everything blocked in with the updated model. I went ahead and clipped the model and moved it more inline with the concept. @BETARAZER: Thank you! I am not sure if I should put hardsurface or character artist down. Sub-d modeling is…
Here's my feedback about the topology : On the organic parts it's gonna be easy, just remove loops and add some where needed, don't be affraid to create triangles, it's totally fine if this part of the mesh doesn't bend in the opposite way of the triangle. On the hardsurface parts there are a lot of completely useless…