Hello, I have a question. If i have a sculpt. And i have separate sub tools in there. Sub tool 1 - Head Sub tool 2 - Lower gum Sub tool 3 - Lower left fang Sub tool 4 - Lower right fang Sub tool 5 - Lower middle teeth Sub tool 6 - Tongue Sub tool 7 - Nose ring Now all sub tools have different amount of polygons and…
UPDATE: my problem boil down to THIS, you can disregard this thread... If I have a low poly hard surface model from another program, such as SketchUp, and I want to clean up its messy topology (polygons) manually: - Which mode should I be in when importing the model? - I have seen some retopo tutorial import them in paint…
Hey all, hopefully a massive improvement at quality of work, again this work is for a modteam and might acutally be used in game, merely because one of the members lost alot of work due to Harddrive failure Word of warning to all modellers then, back your work up right now. :D Anyways, previously i modelled a infantry and…
Hello so im creating a grenade for a game im making and i have finished the low poly version of my Mk2 grenade, im using quixel suite 2 for the texturing and i wanted to see how to low poly looked in the 3do renderer, when i loaded the mesh in i notcied some of the polygons were black, ive tried a bunch of things to fix…
Okay so, I'm finishing of a peice of work, using the same workflow as everything else i've made. Yet for some weird reason. When exported.. a polygon from the right arm decides it's going to connect to one on the left side. I've checked the rig, the right arm bone doesn't have any effect to the left arm and vice versa. I…
Hi Everybody! There's someone here that needs some help ^^ then.. I have to do my first, and true, low-poly-character. I started with a few sketch that turns in this concept: I'm not a good drawer, so i'm really satisfied with this one. But if you want to give me some advices, i will consider that!! Than i started to do…
I am trying to model assets in MayaLT for use in Unity. Almost without fail I get splotchy shadows on some polygons. Sometimes along a seam, sometimes not. Here is my workflow... - Create a high-poly detailed model in Maya - Convert the smooth mesh preview to polygons - Create UV seams on the hard edges and wherever else I…
Hey all, First post here. I wanted to get some feedbackery on this girl before I bring her into Zbrush and do all the fun stuff. Something about her seems a bit off and I am not sure what it is... I built it from scratch and have been tweaking it for a while now, not entirely happy with it. I almost feel like the head is…
Hello Polucount. I recently made a small prop of a grandfather clock. I would like to hear advice on the correctness of the model in terms of topology, UV and texturing. Is everything done correctly and well, or can something be corrected and made better? Every criticism is very important to me, so please criticize)…
Okay, this is my first sculpt, the 'brawler'. I have spent roughly 3 or 4 hours on this, which I feel is too long, considering the state it is currently in. I am so irritated with stretched diamond-like polygons. Where the plaster (or band-aid) on his nose meets his swollen lower eyelid, there is horrid stretching. I am…