mini rant :) something I'm working on put me on collision course with Collada ! dear god it's effing awful.... who ever created it didn't know anything about 3d models and didn't know anything about xml absolute dogs dinner of a format. Think they looked @ obj and though yeah we can do worse than that :/ . Interleaved face…
I'm an enviro artist normally, but have to make a hero character for a Uni assignment. I've got most of the base mesh done, which I have to then take into Mudbox and sculpt. I've never made characters before, so any critiques are welcome. Its supposed to be a stylized, G-rated character, so the anatomy doesn't need to be…
This script acts just like the edge Connect button on an editable poly object, but it will also raise of lower the new vert to keep the overall curvature of the object. So if you connected the edges down the length of a cylinder with the normal connect button, you end up with a new edge loop but the cylinder now has a flat…
For a good edge render view I like to apply a dark material to my entire model this will be the color of your edges. Go into poly mode, select all, go into edge mode chamfer a tiny amount. Go back into poly mode and everything but the new chamfer polys should be selected (or vice versa) apply a standard grey material,…
SyncViewS, thanks for this very useful tool. I have one suggestion for wish list. Can you make a Skip edge/poly/vertex Loop and Skip Edge/Poly/Vertex Ring script, but my wish is script which lets a user select a couple of edges and it will continue the selection pattern around an edge ring or edge loop. PolyBoost has this…
Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
Thanks a ton for that answer musashidan, you nailed my concerns 100%. So I guess a good way would be to lay out the whole environment and area first before and see where to best reuse what parts and have the texturing in mind while and even before modeling. The information with the cheap geo is golden. So that means, that…
just like gauss said, always make sure your looking back at your references. even though your model matches up with your side view, double check your perspective angles with your references because your clip and alot of other parts seem very edgy and blocky. its a high poly model correct? so make sure that your creating…
The script is updated to version 1.1 [ame] http://www.youtube.com/watch?v=jrJ5B20TqRM[/ame] As obliviboy suggested, the edge distance is calculated automaticaly to include all bridge edges. Falloff is also calculated to include all edges of the bridge when edge distans is used. "Interactive" Ralax is also added. Well, not…
Hi, I'm here again with another unfinished project. Blockout stage at the moment. I've decided to share my journey through this project and see what happens. Its a small environment, you might have noticed that some of the wooden beams already have a normal map but that is not the case. I've decided to go for a midpoly…