just wanted to point out that it doesn't matter whether you are making a photo realistic human or a stylized human, they are both humans and has to follow some fundamental human anatomy in order to look like a human. it seems like you are not open to suggestion, but here is one in case you want to learn. step away from…
If these sections created by a Shell modifier are their own UV islands/shells you can select faces by UV shell in Maya and quickly delete them. Max probably has a similar operation. It's still somewhat manual but selecting entire shells is a one-click operation. If the polygons are thin enough (the polygons that are…
+1 I would consider planing out what sort of texture size the end product will be baked to as there is a finite amount of detail that can shown on any one texture. I always work on the rule that the finest amount of detail you can bake is 1 polygon per pixel, so assuming that you are using a 2k texture, the most detail you…
Hi @MarcoAntonio ! Thank you so much for taking the time to give me some feedback, I'm definitely taking into account. In terms of polycount, I hadn't really considered making it into a game asset (it definitely has waaaaay too many polygons), but do you think I should optimize it so it is? In terms of scale it would be a…
Hi, Plz help me friends, there, i'm having problem ith 3dmax's polygon cutting tool. at start it works fine. but when the polygons starts to build up the cut is'nt working like before. like when i click on an edge where i want start cutting it does'nt fall in where i clicked it but falls on the nearest vertex. i've…
I saw that but I didn't really understand the concept behind it. Would you be able to explain it step by step on a simple cylinder, just so I can get the general idea behind it. I want to get something that looks decent without turbo smooth, I am thinking of just leaving the barrel holes in, because quite a few bits of my…
There's smoothing groups support in Modo. Under Geometry-->Polygon-->Set Smoothing Group, then give them a different number on the desired surfaces to be separated by different shading (you may want to bind that option to a key). Seconding Farfarer's Vertex Normal toolkit, it's very useful for shading. Looks like you need…
Revel, if you don't use .mesh you'll get the polygon count and not the triangle count. If you don't mind the polygon count you don't need to loop through all objects. You can just access the mesh totals from fileProperties. If you do want triangle counts keep in mind you don't need to access the .mesh property for vertex…
The thing that bugs me about Max after having used this ancient modeling program called Creator for the past year is that the copy/paste UVs tool in Max is complete garbage. I shouldn't have to run a script to get it to play nice. In Creator I can copy any polygon's UVs and paste them on another polygon without having to…
Well I m done sketching the body, I think it shows quite good what im going for. I'll split the cape into the pighead and the actual cape, so I can keep the polygon count, and get some more detail on the textures. Im pretty pleased with the dumb expression on the pigs face, hope i manage to transfer it to 3d. I might drop…