Looking pretty nice Jelmer. Some stuff that sticks out to me as being a bit off: eyeshape: generally the eye is at its tallest vertically further in toward the nose, whereas yours is at its tallest vertically toward the outer eye corners, almost making the eyeshape the wrong way around. It's subtle stuff were talking about…
I did i said vertical lol it was late I meant horizontal ,green line below that bisect your images , if it was golden section division and it wasnt straight there wont be anything wrong with it on the contrary will be beneficial This painting is very good example of how to use trees as your advantage , non of them are…
I'm wondering if I can make hot keys that works while in a specific tool? I want to set hot key to set bevel round level which Modo seems to use different command for vertices and edges. tool.attr vert.bevel level 0 tool.attr edge.bevel level 0 I want to bind them to the same hot key. If I am beveling vertices, I want the…
Ok, this really works, but the next question is: how to match object which was scaled on the highest level (as it can be seen in viewports) with select-all-vertices mode scaled object. I mean, now I've achieved fairly good scaled object in dota2, but in 3ds max' viewport my object is 3 or 4 times larger than it should be…
Thanks for the help Bek, I added ad few vertices and redid the topoloy on the flat part which definitly improved the shading on the area where it goes from the round part into the blade. However the wavy lines are still present, but I hope they won't be noticable any more after texturing. Are the new wires good as they…
Is this a high poly base? You have too many segments along the curve. You could make it with fewer segments, and those holes can be a simple square with four sides that will become round when smoothing is applied. The topology around the holes right now is less than optimal and will look terrible when smoothed. Also all…
I understand how/why this is important, but I'd love to have some light shed on a couple things. Firstly, you'd do your LODs first before you bake, and you mention to bake for LOD2 (to ensure that one looks the best, since obviously LOD1 and LOD0 will only look the same bake wise since no geo/vertices will be removed). Do…
The Shortest Edge Path Tool works great when you're selecting vertices and edges within the UV Editor. On the other hand, it has its shortcomings when used in the Perspective View. You are only able to select the shortest edge path that is within a single UV shell. Also, you can't select a vertex that is on a Texture…
A couple factors to this problem, I think? The main problem, the one I want corrected, is that I am getting shadows cast where my tiling UV shells meet. So the vertical shadows along the concrete border of what hopefully reads as a median are where the UV shells meet. I've never seen this happen before and I'm not sure how…
Ive just started to learn the topology tools inside zbrush (and so far they seem pretty awesome) I have a few questions though. firstly, is it possible to turn on some kind of backfacing filter, because the topology i've already created behind the part im trying to retopoligize makes it really confusing since you get like…