Sure is all tris under the hood. But for modeling and a clean topology you might want to have quads. Edgeloop tools simply stops at a tri. And sds'ing a tri can lead to a pole, which you might want to avoid. So it can make sense to model away a tri. Here two solutions to get rid of the tri at this place. But keep in mind…
Hey guys, I try to create polygonal hair for my character(without alpha-planes). But i am very new to modeling i dont really know how to start it, are there any good tutorials? A good example of the hair ,how i would like to create it, is KIngdom Hearts. Example: BTW: Is it really that important that the vertices of the…
When I try to render out my film in Maya the camera is not rendering correctly. All the frames are completely off and messed up. Example: http://imgur.com/mblB6eV. Here is an example of how the frames are suppose to look: http://imgur.com/0Cibv7n I am using Mental Ray to render and using the physical sky for lighting. I am…
Hi guys, this is my first topic here and I have some doubts about modeling. What the right way to join two diferentes pieces like the below example. Who has less tris and why? Here is another example that i can't understand, the left piece has 14 tris less than the right one. Just because the upper face is only one? That…
Thanks for an example poopipe Can you make such brick wall with different brick objects ,different size and orientation, a window inserted for example, using different parts of texture atlas / doing UV shifts ? I.e something helpful to build procedural something from trim textures ? I always found it's kind of too complex…
Does anyone know how that thing works really? On what principles? I am looking for something like that for pretty a while and wonder does it really works in MAya and not one of useless features that never working right ( 3d max has lots of them for example) Could I use it to make windows on a building wall surface for…
Hm... With that you are in an easy case. There are many example images on the net for flowing water material setup with nodes. Probably you'll find a thing that is really close to what you want. Here is one basic example, I think you could start from here: https://udn.epicgames.com/Three/MaterialExamples.html#Wet If you…
Ace, of course you can use real time shaders in max with gamma correction. you just have to change a few things. for example normal maps you have to override back to 1.0 and I think glossiness the same. let me say again stickadtroj I got your example working fine, so it must be another issue.
Yer I agree, alot of the props are probably baked into the low polygon mesh. As an example you can see in the top untexture image you provided the toes are all separate. In the bottom textured images the toes are baked into the normal map instead of being done with polygons. I imagine other bits for example the chest piece…
I would try and not do the concept exactly as it is, well, as it us, but make it less blobby. For example you could try to give actual shapes and purpose to the shapes. I can't really think of a good way to explain this without modeling it myself. The best example I can think of is this: You can try and make it look…