So I'm doing this very realistics and precises models for work, of organic looking bags and jewelry. This are for upclose products shot, I model everything but the stitches (for the bags) which I do with textures. I'm doing the modeling and unwrapping in Blender, then going to Substance Painter for texturing and back to…
First time mirroring a character to save texture space and I've come upon the seam that runs down the middle of the character...as well as incorrect lighting on the mirrored side. Ok, I searched through alot of posts and various sites for hours before I decided to ask here. I went through numerous trial and errors 1.…
Hi Guys! first to all what a awesome place to learn and share knowledge! second I really sorry about my english, I will try to explain the best i can, nobody in spanish forums are helping me with this (dont know why, i think might be the facebook algorithm for post or something) Sooo here is the problem: This is how it's…
Certain modifiers will render wire frames like that, even if you don't have "Show edged faces" selected. Try hitting F4 again to see if it solves the problem. If not, go through your modifier stack and show/hide individual modifiers to see if there is one that's causing the problem. If that doesn't work, what Fritz…
No, not a meshsmooth modifier, a smooth modifier. Then just click the "1" button in that panel of numbers in the Smooth modifier rollout. If you look at the silhouette of your object in mudbox and in max, you'll see it's exactly the same - also if you right-click in the viewport in Mudbox you can change the rendering style…
You can add a MeshSelect modifier on top of the LinkedXform modifier, select new verts and add another LinkedXform. You can even use soft selections in the MeshSelect. LinkedXform is a legacy tool that was created before the Skin modifier existed. The process above is how I used to "Skin" characters back in 1999.…
The micro chamfer method could be done as a modifier on top of the base edit poly. This would still allow for quick edits to the larger shape of the object, and still allow for loop controls over those chamfers. Although I suppose the same result could be had by adding an edit poly modifier on top of the quad chamfer one.…
I've had this worked on prior, but the results didn't turn out as well as I'd hoped, not an insult to the man who did work on it (his other work for me has been exquisite), but I would like a more experienced hand on this. I require this model for my drawing work. The work I need done is as follows:* The body needs to be…
Hey guys I have a question about an animation I am trying to do. I am very new to animating, but I think I have a basic idea of how to work with a biped (I have created a few walk cycles using the foot step mode then modifying in free form). Any way, I have a model of a man with a breifcase (see my pnp thread -Lowpoly spy)…
Interesting. So I could leave a bend modifier on a mesh and turn it into a primitive and it would always have that bend modifier on it when I create a new prim? That would be awesome! So in the Lamp Post example, what sort of modifier would the guy have been using to allow for adjusting the height of the pole? I was an…