Dog wasn't feeling 'dog' enough so got rid of his super suit to try and fix that. He still feels a little like a gremlin-boy but it might help when I add some fur texture later on. Opened his mouth and added a tongue (still need to make the teeth) for those blend shapes later on. Also adding lashes and super tiny whiskers…
Day 2: Splines! Some kinks still need ironing out-- he looks to be sliding a little in the Game perspective? I still haven't touched the head at all. I am not sure if I want it to remain almost static in world space or "slither"... The gifs! -> I will try and finish it up tomorrow. I got a little carried away with the…
I've seen plenty of Mario models in the past that never got a single C&D. Just Marvel, Nick Park and plagiarism related incidents leading to model removal. A single player model is not a mod project, so the risk of getting a C&D over a piece of mere 3d fan art is a lot less. Marvel still are bitter over who makes their…
Updating one of my older vehicle models to be more higher in polygon count, the Futuristic Shuttlecar. I'm updating this model so that I can "take it further". For reference on this vehicle, you can follow this link pertaining to the model: http://www.polycount.com/forum/showthread.php?t=98175. I will post more updates…
You can separate out the part you want and then dynamesh just that part. That way you get different subtool with more polygons. So the face, hands, feet, etc... can have more density polygons then rest of the mesh. Raphael Grassetti tutorial "Design and Anatomy Package" really explains that well. hope that helps. :poly122:…
The front shot I really like. The side shot, however, looks in need of some help. His forhead slopes back on too much of a sharp angle, making his cranium look rather tiny. There's also some odd geometry issue with the neck muscles meeting just below the Adam's Apple. I'm @ work otherwise I'd write more of a C&C, but I…
you can scale the UVs going into a maya texture node and indeed that data will not be passed through when the model is exported. in principle, if you apply the same transform to UVs plugged into a texture sampler in unreal it should give you the same result - if there's a difference it could be a few things - the texture…
Quixel 1.8 preset - C:\Users\siraniks\AppData\Roaming\Quixel SUITE\presets\Master Quixel 2.0 preset - C:\Users\siraniks\AppData\Roaming\Quixel SUITE\presets\ID Preset that's why ID Preset was blank - None (Default) on 2.0 but theres a problem here, when i load my saved preset with this quickfix, no materials on it and when…
Hi all, I’m looking for someone who is good at retopology for human characters. I am creating a 3d animated project (not sure if this is the right place 😅) and, as I suck at it, I need someone who can do it so I can progress with the character modelling. If I could also get a few more character artists (at least 2) and at…
Yes, this is a pretty frquent problem for some reasons. I had it too, and found pretty simple solution. To fix it do the following: 1) Open file C:\Users\Public\Pixologic\GoZApps\Maya\GoZBrushToMaya.mel and in the beginning change the variable to thisglobal string $GoZPublicPath = "C:/Users/Public/Pixologic/"; 2) Open file…