Is Topogun or 3D Coat a good tool for hard-surface retopology, or mostly for organic stuff? I'm going crazy having to retopo guns and props manually in Maya. :(
Monthly handpaint art jam http://www.polycount.com/forum/showthread.php?t=149542 Monthly Community Noob thread http://www.polycount.com/forum/showthread.php?t=149583 Weekly Hard Surface Challenge http://www.polycount.com/forum/showthread.php?t=129938 http://www.polycount.com/forum/showthread.php?t=132146 How to get better…
Kinda both, I want to do this project because my portfolio lacks hard surface stuff. So, I want to complete a hard surface project that shows my competence in modeling hard-surface objects to any potential employers. Also, it's my friends Glock that I'm modeling, so, yeah.
Hi, I'm switching from Maya to Blender, and I'm looking for some way to toggle between no Subdivision Surface and Subdivision Surface level 2 for example. In Maya you can easily press the keystroke "1" and "3" to switch between no subdivision surface and smooth preview. For what I know so far, in Blender, you can use…
to be pedantic... Tangent space normal mapping should be viewed as a modification to the low poly surface normals rather than a replacement/override (because that's exactly what it is). object/world space normal mapping is more like a replacement