I'm trying to build up my portfolio enough so that I can safely apply to work in the industry. But it keeps feeling like I have to work hard at sacrificing a lot of time, and upset people around me, in order to make time to work on both 2D and 3D art. Working 40 hours a week, sleeping 7 hours a night, hour long commutes to…
Is there a way I can turn this off? Every time I separate an object into two objects with Separate or when using Extract (just tried Extract as an alternate to try to circumvent this problem) the related object becomes 2 objects as desired, but unfortunately each new object is now part of a new subgroup with those two…
looks nice mate:) think i'd make the hands and definatly the feet a little more paw like and chunky to emphasise the cat in her. Also maybe vary the shapes of the leg muscles, making the quads more promanent and meaty while making the calves (or whatever cats have:P) more slim and graceful
So I have this flaregun model that I've been working on for some time. It's nothing special but I've been using it to experience the different steps of creating an asset. And well I've hit a bit of a bump in the baking phase of the model. Obviously I'm using Marmoset toolbag to bake down my maps, and I'm getting quite a…
Hi everyone! I'm new to Polycount but I thought I would ask a question here anyway (I have scoured the internet and these forums to find an answer but I cannot find one). I have some wings that I have created in Blender, and for the wing membrane I have created it using a plane. However, I have discovered that one side is…
So I'm using Maya to bake out normal maps and of course I'm having trouble. For my project, I'm making a robot character. When I bake the high poly model to the low poly model, I get some ugly results. The biggest problem I'm running across are weird projection issues. For reasons I don't understand, I'm seeing details…
I'm trying to bake a high to low normal map using Substance Painter (I've tried Substance Designer too). Usually I'll use all soft edges on my low poly, but that gives me some severe gradients, especially on this model. So I've been reading up on using hard edges to get a better bake. I'm using Maya, so I mark certain…
Hi polycount! I've been struggling lately with baking something that's somewhat cylindrical. It has to be pretty low poly but I'm baking from a high with nice smooth curves. I keep hearing that this may be a good place to "bake to a mid poly" but I'm not sure I understand what that means. My interpretation was to have a…