i think the equivalent would be viewport filters. once your have the one your want. Press A on keyboard to center your view, its best to do this on Ortho views like Top or front view. Then zoom in until the plane touchs the edge of the viewport. Go to Render on top, save screen image> turn off constrain proportions set to…
Nice man. The model has a good dynamic too him, especially from the side. I think the biggest crit I have is in the texture. It doesn't look like you kept the game view in mind when making it. It reads pretty well in the shots you gave us, but from a couple thousand feet up, with this guy as a small unit, it would probably…
d1ver say: If you compare to how the film shipped in this aspect ratio you'll see that the framing is quite different. It uses a longer lens which results in a tighter crop on your focal point:…
Hi! Does Mesh > Triangulate with the face component selected do what you need? (https://help.autodesk.com/view/MAYAUL/2023/ENU/?guid=GUID-46439E7A-3FD0-460B-93FC-23917179D101) Perhaps the Connect tool does what you want: https://help.autodesk.com/view/MAYAUL/2023/ENU/?guid=GUID-86D1DC81-4016-4508-9AAF-956D9F8DF6A4
@Yadoob I think the input category is the most important part, it's how you define when Blender will keep listening for the key combo. You want the keymap to work any time the 3D View has focus (no matter if you're in Edit, Sculpt, Object etc. modes), so I placed it on the 3D View > 3D View (Global) category: The choice of…
What view will this be seen in? First-person? Third-person? Are there going to be a lot of them on screen at once, or just one? These factors (and others) all determine how you should look at your triangle count. If it's a first-person view model for a next-gen FPS (think TF2, L4D2, UT3 etc), then you'll probably want to…
Quick question for everyone. I am working on a item for Leshrac's head and a few errors are occuring when I import it. (Using Blender) First it is rotated wrong from the bone (something I can fix on my end but still annoying that the bone orientation is off 90) and then if I want to view the portrait view the model is…
I made my pipes a little different then what you suggest m4dcow. I just created a spline, messed with the verts, and made the spline viewable in the viewport to give it its shape. I have the ends snapped to the grid in the Front and Left view but the Top view isn't. I can't get the verts to snap where they need to which…
Breast in side view look weird try to add axillary tail to better integrate it with muscle below also move arm forward to reduce distance between arm and breast Legs front view push knee outwards and can give it more bulk on the inside Legs side view increase their width , hide her arms and experiment with what fit her…
Right 3,530 tris is fine for a current generation view model although there is some basic wastage I can see it looks fine. Maybe add some more loops into the stock to give a smoother transition especially if it will been seen in an iron-sighted view in-game. Also a shaded view without wire-frames would be useful in-case we…