Shelves and custom hot keys are really awesome. I often find I've been modeling for hours without even once going switching to the modeling menu set. Anyaway, I'm still using Maya 4.5, so I'm sure a some of the add-ons I use are now obsolete and/or come with Maya 6 but here we go... One essential thing that I use most…
This is backwards, if you're going to do one but not the other you would explode bake for normals(to avoid intersecting issues) and not for AO(to retain inter-mesh-chunk ao). Though I explode bake for normals, ao and then do a second ao bake from the lowpoly to get that inter-mesh-chunk ao. Why? Anything that is going to…
As some of you may have seen in the thread I started, I'm learning 3D modelling, but I haven't decided on a 3D program yet. I played around with Max yesterday and liked it. It felt much better than Blender, easier to learn, more intuitive etc. The only thing I don't like is that Z is up. I'm surprised at the Lightwave hate…
I don't know if that's true. If an art test is large in scope or exacting in requirements or detail, most of the time I would think it's because the studio putting it out is looking for potential hires who can demonstrate they can tackle a project efficiently and with good-quality results. What you say, is probably going…
I think that line 570 of UE4/Source/Editor/UnrealEd/Private/FBX/FBXStaticMeshImport.cpp may be an area of interest, based on my debugging efforts. I think part of the problem is that UE4 (as far as I can tell) calculates tangent vectors many times for each vertex, I think once for each triangle the vertex is touching, and…
Thanks for reply! I know about the blank space :) I will fill it with more stuff as I make more parts of the armor. I thought I would make some different choices for different parts (shoulderguards, arms, skirts etc). How would you go about this? As you can see below, I have made to different skirts (early stage!). Would…
Here's a crude diagram lol If you see one of the earlier posts I blocked it out from a plane and a cylinder. After the block out, I started from the cylinder and worked from the inside out. The roundness of the side pieces, or surrounding bracket, or whatever you want to call it (marked on red), is dependent on the center…
I don't know but i'd do something like what jed said BUT you can merge the new hands and thighs back to the original mesh and hopefully this time you don't make the same mistake. :) It happens wait till you try to move things :) same thing can happen if any parts of the tool get too close at least it happens to me…
whats the current poly count, whats the target ? will this be animated? i would duplicate the model and go through the slow and tedious process of simplifying the shapes step by step. that said i think organization will help here. first off realize that your model is symmetrical so you only have to do half the work :)…