Hi guys! This is my latest personal project. I've made the hi-poly in Zbrush and the retopology and some base meshes in Blender. I started this character without knowing much what I was going for, I just kept trying different things and looking for interesting shapes. Most of my personal projects I try to make things that…
Hello I am wondering if there is any tool that creates an automatic polygonal merging between two separate objects, , I am not just talking of attaching an object to the other but like have to meshes and get them closer and when enough close merge the two models into one like if I put together two drops of mercury or the…
I could swear I did this before on this mesh, but I just spent an hour trying to figure out how I kept fucking up my mesh. I have a many-jointed "leg" for my high poly that I was grouping into different leg segments. I was then trying to parent each group to the previous group. I didn't notice it immediately (because Max…
Hello Guys, I am currently working on my Bachelor Thesis for which I am developing a textureless workflow with Unity and MayaLT. I wanted to push as much Vertex information into the modell as possible. As Unity supports only one Vertex Color Channel, I am running into problems. This single Vertex Color Channel is color and…
Hey Guys, So I recently made a small scene in max and wanted to bake some basic lighting in UE4. Everything here is unwrapped, (some are not 0-1 space). However when importing in unreal i get this: If I import the same fbx into marmoset, everything seems fine. Also I had put the walls in the same group so I wouldnt get any…
(I'm new to 3d) I have been trying to fix the problem by changing the weight painting and it looks alright if I add more vertices from the leg to the feet bone, but that messes up my leg rotation.
Hey everyone, I'm currently working on a 3D modeling project for a game and I'm wondering about the best workflow for attaching windows to a building. Should I merge the vertices of the window with the building (which would consequently add edges to the base of the building, making it a single composite part), or would it…
I have finished uv mapping 2 models in softimage, only to realize that it would have been better to merge them as one object, and then uv map them. the problem I'm having is that I can't figure out how to preserve the uv coordinates when merging, and I'd rather not remap the thing. can anyone help me with this?
Hey, pretty simple question for you guys. I currently have an object with 8 polygon planes inside which are set up to mimic the way a camera aperture functions. I can animate it as it is now, but I need to rotate the thing while preserving the pivot points of the 8 polygons inside. It's important that these things move…