Assuming I understand your question (I think you mean smoothing groups), have you gone through any of this thread yet: http://www.polycount.com/forum/showthread.php?t=107196 Its a huge topic with a lot of opinions and preferences. Some people use one smoothing group over the whole low poly mesh, while others will do more…
Hey, i would suggest watch Pior Oberson's video on smoothing with clay. https://vimeo.com/37885398 and downloading Renaud Galand's ui, just to get his flatten and fill brushes. (or you can make your own) (the flatten brush is also good to fill in, if you use the alt., with the principles the normal clay brush can also…
Thanks peeps, @sacboi yeah, wonder if that makes it harder to be fed to automation script thieveries. About the Progress, rushing since there is a decent amount of us, How do people feel about an extension if need be? more bout it on your post. Oh and verbal update' Just retopologizing for the finals so i can use both the…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…
When modeling hard-edged geometry for subdivision (polygon modeling, not Sub-D) one thing that I'm still not clear on is what to do with all the extra edges you need to maintain the hard angle after smoothing? Its hard to tell by looking at other peoples wires I've managed to find because the images are too low res the…
So I am new to rigging but it seems I am making a noob mistake. I am using maya HumanIK to get a biped rig and then After doing a smooth bind, using Paint Skin weights tool to manually skin. However, I was at finger bones and doing my thing, when I reliased that all the bones I skinned previously have gone back to the…
also remember that the distance between your support edge loops and the actual edge of your model will have an impact on the bake and the smoothness of the corners, so it could be worth playing with that. if you want to play around with normals in maya, just select your object in object mode, hold shift and press and hold…
So, I know you have taken this back to Zbrush (which is probably for the best anyway) but I've got a few tips for the Blender workflow if you want them. First, use the multi-res modifier instead of sub-surface. multi-res subdivides the mesh in the same manner but it also provides for manipulation of the subdivided mesh in…
Yep, thanks for the pointers, but I'm well aware of Maya's default methods to create curves. However, my initial point was that there doesn't seem to be any way to attach an EP or CP Curve object to the Insert Edge Loop method. It appears that the only way to add a curve is through the Attribute Editor, using the Profile…