Hello i have problems, i have this scan, hi poly few milions, i have decimated it in zbrush to around 5000 polygons, this low poly has been subdivided to again few milion polygons and i have re-projected in the subtool section of zbrush the original hi poly detail (from original model) to this low poly (subdivided several…
I've run across this problem while animating my model in maya. I've created blendshapes for my model (without altering the topology of the low poly control mesh, of course) and everything works, but when I smoothed the animated version appearantly the topology changes in some extremes, like you can see in the sequential 3…
Hey, I think the diffuse work on this looks great, but there are a few things you should consider changing/adding. - The surface definition of the wodd is off by a fair bit. You want it to look smooth and polished. I'd up its spec and remove some of the noise from the spec also. The specular highlight on the photo ref is…
The only thing quads seem to be useful for is a smooth work flow within modeling applications; they just give the convenience of hiding and ignoring these triangle edges that cut through every quad or ngon on your model (regardless of whether you can see them or not). Some tools/techniques start to break down if triangles…
grats on getting a test. I have some critiques- -It appears you modelled with smoothing in mind but didn't use the smoothed version for anything. Additionally this has presented some areas where polygon distribution could have been used more effectively -i.e. around the eyes, his legs, and the scales. -the finished model…
I would recommend to look over the overall headshape. The face is too thin,and the scalp shape is off. I think the nose is slightly too large, and the creases on the bridge of the nose are too sharp. The eye shape could be revisited also, she has quite a lot of pictures with black lenses, so maybe if you color the…
Does triangulation really matter on a high poly mesh that is just being used for a Normal Map transfer? What does edge flow not being smooth mean? The high poly edges look smooth to me in the areas where they need to be smooth. Yep, that was the texture on the image reference, it's just a white hydrant. Well like I said,…
Heyhey Kristian the shoulderpads are also my fav part I love my Mop too! Poop, nmaps will come! Ryan, there is already some of these available... I'm just stealing everyone's techniques here Plus classic highpoly modelling, mixed with lowpoly+smooth along smoothing groups to get supersharp edges for free. Jeff yeah! Can't…
This is what i like to call "resolution based smoothing errors". What happens here is a mixture of a few things. #1. Maya renders excellent normals, even over extreme angles, because of this, we're less likely to use hard edges. #2. Normal maps are limited to the resolution of your texture. #3. Small-thin triangles, which…
I'm not saying it's a 100% all-the-time rule, but in the case of the toolbox I would say you definitely should chamfer the edges. I think it is also very important to understand subjects such as covered in http://boards.polycount.net/showthread.php?t=50588 this thread when deciding whether you should add a few more tris or…