Hello everyone, I bought ZBrush a little over a month ago and am very impressed with it. Unfortunately I've not been able to get a solid grasp on how to model even a simple wheel for a project that I'm working on and could really use some help. I've been using Maya for the better part of a decade and could just import…
So I was wondering if any of the game artist vets could answer my question. When modeling why not combine everything? It saves polys and looks the same.
Inset/chamfer the quads before you extrude them. This will help isolate the cylinder from the extrusion. Then chamfer the rising edges of the extrusion to retain the rectangular corners. I did a Google images search for "subdivision modeling extrude cylinder" and found this gem of a thread again:…
I see problems similar to this with a lot of people starting out in Maya. It's often a result of extruding border edges and not paying attention to the direction that the face normals are pointed, resulting in meshes that are half correct, and half inside out. A common mistake for beginners is to extrude and move an edge,…
Hello! I am currently working with G Fur plug in for UE4, and need to make Spline guide to chose the direction of the fur. ( http://gim.studio/gfur-user-manual/#1511115919194-c6e95b4a-d9a0 ) On Maya, all the hair plugin i know cannot create guides (converted later in splines) from the vertices, and i'm forced to use…
Maya has a tool called Slide Edge which allows you to select an edge loop or edge and slide it along a surface without changing the silhouette. Max has Constrain by edge/face/normal, which works the same for single edges, but doesn't really work if you have an edge loop on complex geometry, like an edge loop around the…
Thank you for feedback on NEX, we love hearing what others think of it. I'm one of the developers of NEX at dRaster and I'd like to address your points. I'm sorry you ran into any bugs with NEX. If there are any bugs that you were able to reproduce, please send us an email with it and we'll be happy to look into it. I…