Floating diamods was another option I was pondering, but I'd like to reproduce the smoothed surface around diamods area that cuts some of them. If it is provided by a TurboSmooth I cannot control it, and diamonds would look not so much integrated along the border. Don't know if I made myself understood. Anyway, I'll give a…
Hey, is it alright to ask about something gone weirdly wrong in Zbrush? Not topology related. if it's not by all means delete this post I imported some shapes from Maya and noticed a small gap between them when there is none in the maya scene. This turned out to be a real problem for texturing as it means there are blank…
Thank you, and you're definitely right! I am generally not such a fan of tradition poly modeling when I don't need it, so this is definitely not easy work for me ha. It was surprisingly fun trying to move things around and make stuff fit just now. It looks horrible, but here's an update! I already finished the high…
Also... the "Cap" tool within the graphite modeling tools. Not to be confused with the cap tool in the Editable Poly tools. If you are using 2012 though you are screwed. They seemed to have broken this tool.…
just a nice commercial script I found the other day: http://www.scriptspot.com/3ds-max/scripts/polygon-creator And this is how it actually works: You select either 3 or 4 connected splines and run the script it will then loop through the 2 opposing axis of the to be created patch and creates quads this is an example with 3…
Hello I'm a relative beginner to modeling and I'm currently taking a class for it. For the current project I have to model and texture these headphones. Here is my attempt so far. The one thing I'm not sure how to do is get the area in between the band and the headphone as seen in the 3rd image to look as it should and…
Well, don't get him wrong. Truth be told theres still some things you can do to the topology/control loops to make his life easier and prevent less warping on the UVs once it gets subdivided (again, I'm not sure why the highpoly here is even getting UV'd, and the warping could be an issue depending on what you're looking…
Hey guys, sorry if this is the wrong place to ask but I'm trying to figure out using gras/leaf cards. I'm reading Berker Siino's breakdown here: https://80.lv/articles/unreal-engine-4-stylized-rendering-workflow/ From my understanding it's rendering planes onto a sheet to use as textures, and you uv cards onto the right…
Thanks Warren. Sorry for asking a bit off topic thing here. but I will be specific from next time on Modeling. I'm looking for an advice on basic work related to Game Art Production. My Pipeline needs Blocking>Sculpt>Retopology>UV>Bake>Texture>Export to UE4. Fed up with the way 3ds Max works, pathetic upgrades, useless and…
Hi there, beginner who has a lot to learn here. I'm having tons of trouble trying to model a low poly model with around 2k polygons. What's driving me nuts is how the face looks at various angles, and just the overall look/quality of the model. Here's a compiled screencap I did of the model I'm working on. I can't really…