So apparently i did find time to work a bit more on it, here is my current progress: and the link to the model: http://www.p3d.in/ens5Z I really don't like how his legs are so close together. i'm not sure where i'll add the edge loops to separate them, but i'll look into it later
i think with simpler topology (mostly pure cylinders) it will be easier to sculpt those details. when it comes to sculpting, you dont need edge loops around every hole, as that causes poles and pinching in some areas. its easier to just crank up the subdivisions on a regular quad surface and poke those indents with the…
Well to answer your question I'm on Max2009 x64 (no ribbon for me). I actually tried erasing the kbd files from max to see if it'd make a 'clear' file, but that just broke it :p . Guess I'll give a shot to writing some simple macros to take care of the loop/ring grow/shrink features.
You simply scale the uv faces outside the 1.0 x 1.0 box so that they go beyond the UV square area. That way the texture will tile on the 3d face area. Obviously the textures need to be designed in a way so that they loop with the other side. Alternatively you need to cut the faces several times to map it again.
Wordpress by default does not allow ANY iframe code and does not allow it to run for this very reason. People who add iFrame to wordpress have to go through some serious loops to get it done. I think some tool wrote a plug and was blasted for it. But the site is not wordpress. I told an admin before I went to bed.
Started the low poly mesh. This version isn't fully optimised because it's modelled for a good bake- those pipes at the back have WAAAYY more loops than they'll finish with, so that they followed the curves of the hi res nicely. I'm pretty pleased with this bake, though there are a couple of small issues to fix up in PS.…
Couple shots of high poly model. At this point, I'm fighting with smoothing groups and beveling edges. I've tried to create it as non destructive as I can. Using booleans, and bevel modifiers instead adding supporting edge loops was my main workflow. As I'm new for all that all support and comments from you guys will be…
Sure! The background is very simple: just a really long plane with a pretty blurred emissive texture panned across the uvs to simulate the ride. Other than that there are only two keyframed 5s long looping animations: one for the camera to simulate the camera bounces and the other one for the background plane to simulate…
Thanks. First I made basic straps in marvelous designer, then i retopology them (using workflow Marvelous Designer to Maya). When i get clean topology i deleted some loops to get lowsubdiv and made holes. With a backpack everything is easier. I just get clean retopo and add some hardsurf
I thought I was done with the moddeling bu there was another piece I just couldn't let go. Around the hood and side mirror there was just too much bending and pinching. And the cleanup: The problem here was just bad geometry, no fancy tricks: I just reduced the nuber of verts inthe area, and established some cleaner…