I always seems to run into problems within the shoulder and and hip areas. I just go to a stand still on how to make the flow work correctly (or even just connect it cleanly to the body). Surely I'm quite new and have decided just to just tackle it as I just want to dig in and hammer out my habits early on before it…
yeah I think John_Warner nailed it. you need to focus on the large forms first, making sure the figure has a nice rhythm, balance, and weight distribution before you even think about adding and medium or small details [ QUOTE ] What's with the aversion to triangles? Is someone standing over you saying they're absolutely…
Even though .fbx was exported out of Zbrush with smoothed Normals slider to the max, I still get this angularity in Marmoset. Is this the extent of my low poly mesh? Should I just use the next subdiv lvl if I want a smooth look? Or is it easily fixable?
thats how detailed i want it to be. look how perfect the eges are. no visible tris this is how it looks when i make it: i use world creator 2 i made the desert with 1/2 meter resolution. but when i send it to ue4 it just eats too much fps. i tried using the ue4 landscape lod settings without compositor but i dont know what…
It looks good overall, but I don't quite understand what kind of damage you are trying to portray in some places. Do you have a reference? Are the deeper holes rotten and painted over? It looks dented in with a blunt instrument, perhaps because it's an overlay and the underlying structure doesn't change. The roughness…
hello, can anyone help me figure out why I am seeing creases in my polygons after using the shell modifier or what I can do to avoid this? I need those polygons to look flat after I apply the shell modifier. Thanks in advance!
This model getting weird when adding turbosmooth and quad chamfer, we know n-gons and triangulated models can be a problem when we trying to smooth, is there any way to fix this? or do I need to create a high poly merely based on quads?
Hey modoers! I'm running 902, and I heard that there is a feature to get symmetry working by topology of the mesh, how does one access it? With this, does it mean I no longer must have my objects centered in world position for this to work? I'm going a bit mad with the symmetry here :S
Hello all! I'm new at this forum and 3D as well. This is the first character I ever try to do from scratch (on my own at least) and I'm not sure about the correct order of the animation loops. There seems to be no real standard on how many poles are allowed in the face and more importantly where to place them. At least…