Alright, outside of a few tweaks I think this will be my finish on this. going to try my hand at building it in 3/4ths view later in the month, maybe try to sneak in the overhead view getting the general idea of the map, avoiding details as much as possible in both of those though. So anyone have anything useful that I…
I would avoid creating joints for fingers in perspective view. Here is my steps: 1. Create joints for one finger in orthographic view. 2. Duplicate 4 copies for other fingers. 3. Move and rotate the root joints so that joints are inside each finger. 4. Freeze Transform on root joints. 5. Parent them to wrist joint.
Schematic View has a couple ways to list instances. 1) Display > Display Floater > turn on Base Objects. Select > Select All. Display > Expand All. Then instances will show in bold, but not if you're zoomed out, cuz bold text changes to regular if it's too small. Boo :( 2) List Views > All Instances. Always works, just not…
Details are way too small. They turn quickly into noise when viewing the whole thing. I'd make everything at least twice as big and half the amount of stitches. You need to view your work from a distance always and judge if everything reads properly. It'll keep you from overworking it. Show your reference. Will make it…
That singular point of view makes a bad impression imo. It makes it suspicious that the skin might not look well from other angles. Please upload more pictures of it, otherwise I feel like it's destined to be underapprechiated or misapprechiated. The core charm of an 3d object is it's shape after all, so having views from…
The 3D view can't be aware of your packing, more precisely the shader used by default doesn't know what you are trying to achieve with your graph. You need a custom shader to tell the 3D View to unpack your packed channels and tell which channel is what (metallic, roughness and so on). Also for UE4 you need a BaseColor,…
I am not sure what you mean by "doesn't look like the higher res." Do you mean the silhouette doesn't look like the highpoly? Normal maps do not deform the geometry of your object so you have to be aware of that when modeling. The extrusions coming off your cube wont show up in the side view, only on the straight on view.
It appears that when you export the mesh, it has hard edges everywhere (no smoothing groups/split normals) and then it's being viewed on a mesh that is all a single smoothing group. It could also be that your cage has problems with split normals too. Make sure every mesh you use/view has a single smoothing group, or all…
http://www.the-blueprints.com/blueprints/humans/animals/32710/view/horse_side_muscular_diagram/ http://www.the-blueprints.com/blueprints/humans/animals/32709/view/horse_3_view_and_basic_proportion/ for setting up the edgeloops in your mind before you even start modeling you should understand the muscle and bone flow and…
@EliasWick guessed correct. :) Bridge does indeed fit your needs. It displays all the usual files: psd/tif/tga/png.hdr/exr/etc And you can show a 'flat view' of all sub-folders. To do this click View>check Show Items From Subfolders>Right click the folder you want>choose Show Items From Subfolders.