i think it's just considered a bevel? you could create it by doing a bevel on the edge and then merge the ends. If some parts have to be slightly concave or at a specific angle you can adjust edges/verts manually or use a boolean. Is the name important because you were wanting to find the right tool to help make it?
26 years ago Polycount was founded by @bearkub and @r13. Many thanks for all the fish! http://wiki.polycount.com/wiki/Polycount:About#History Our love to all of you for helping to make this place what it is. We wouldn’t be anywhere without you!
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
Well, you might want to : • learn Houdini now, if you want to learn it. • learn Blender (or any other regular modeling software you have access to) now. Attempting to get a job as an env. artist without knowing how to *model* is kind of pointless IMHO ... • show your portfolio, so that people can give you actual, practical…
Try adjusting the mid value of the alphas to 50 (or 0.5, whatever the middle of the range is) after you import them.And set your displace value intensity to 0.5 as well for each udim.
Hi! Based on your wording, I assume you're using Max? Information is a bit lacking in my opinion. Do you have any images to illustrate what you want to achieve exactly? If the vertex count didn't change, you could attempt a morph between the extremes?
Hi everyone. This is my first post in this forum. I'm 22 years old and I'm studying 3D sculpting for a couple of months. This is my first "decent" head after i started the course of Nikolay Naydenov(speed char). If you want you can give some advice for improving my sculpting.
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…