Like the tiny grab game, instead of doing the usual expected commentary towards portfolio specifically i would say based on current events and my own historical background/experience with this "employment field", I'd say one is much better off exploring their own possibilities of making their own games and gathering a team…
[IMG]http://www.polycount.com/forum/<a href="http://imgur.com/AtTvDpw"><img src="[/img]http://i.imgur.com/AtTvDpw.png" title="Hosted by imgur.com" /></a>Hey everyone, As an assignment for my Animation course I have to poly model/box model a character, this is my first attempt without following a tutorial and would love…
Dear all, please help with the correct workflow. I have a character created in Zbrush for a game with multiple subtools which are cloth details etc. So definitely I need it to be one mesh with low poly geometry. What I'm doing now it merge all visible subtools to one mesh then dynamesh it to 3-4M vertices. Then zremesh it…
Hi! I'm creating a face rig in Maya for my showreel using a mixture of ARKit's blendshapes and joint based systems! Here's what I have so far. Demo Video: https://youtu.be/A1MzcbM9J4k I am using an asset from Blender's public domain Human Base Meshes v1.4.0 pack as the mesh for my rig. The head model was created by Dan…
You know what, I 'fixed' it by removing meshes that intersected with that mesh. You must be right. I thought z-fighting only occurred when you, for example, duplicate a mesh on top of another one. But these meshes would actually pop in and out and disappear. Weird...
This isn't correct. UV islands don't mean additional draw calls, but they do mean that the vertices are duplicated along the seam unless you use an unorthodox method for indexing vertices. You might also lose a bit of cache coherency on the GPU if you have too many UV islands, but you have to get to a point where you're…
Hey guys, i have a problem with a mesh which has holes on it. I have no problem in blender and substance painter but in toolbag holes are filled like that. I have no nGons on the mesh and i checked the mesh for overlapping faces etc. Any suggestion why this happens?
I can load a high poly meshs into Mari software no problem although it obviously causes performance issues the models still load properly. But if I try to reduce the polycount in Zbrush by decimating a mesh the decimated .obj wont load properly into Mari have this problem with all of my 3D Meshes. I am using the latest…
Hey guys, I'm redoing this one scene I'm working on and unfortunately I ran into some snags with some of these meshes. I might start a new thread for this in pimping and previews but I need to plan it out a bit more... Anyhow here's the issue: I've exported all the meshes out of Maya as OBJ's and imported them into Max for…
I'm newer to modeling and most of my meshes come out pretty well as I am self taught but have learned quite a bit. with this mesh I am working on I am having an issue where I am getting black areas or spots along the edge of my mesh. I actually have not really learned how to retopo so the mesh was only decimated in zbrush…