MODO | Polystein Kit Receives
Another Free Update I'm excited to announce that the Polsytein Kit has received another
free update! This update introduces some amazing new features, workflows and
enhancements to the Kit that I advance the tool far beyond previous versions.…
The Topology Pen tool can be found in the Polygon tools menu
in the Model Layout, and the Tools menu in the Topology Layout. Whether you're
using the Topology Pen tool for retopology or other modeling tasks, you'll want
to take advantage of the shortcuts that are available. This quick video shows the
various shortcuts…
This is my new FPS Animated short which I'm working on and will be released in January 2017. I will also be releasing the entire video of how it was animated from start to finish on WatchMeAnimate. https://www.youtube.com/watch?v=6Ktm7nv1VkA I would like to wish everyone at Polycount & and to its loyal readers a very Happy…
New video showing overview of model export basics in Wall Worm. Video shows use in 3ds Max 2017. Covers some topics not covered in older videos/docs, such as accessing the QC/QCI files from UI. https://www.youtube.com/watch?v=4jIGEidR7R0 Also started updating some old docs on the UI to reflect current version. Main Model…
New character the great Alucard from the Castlevaina series Here's a quick update shot. 1 question, I would love some help of what to do about double faces, I did try the double option in display in Zbrush. The clothing was modelled in Maya 2017 and I'm having problems getting double faces in Zbrush 2018, would appreciate…
So I have 2 separate bezier curves flipped across the x axis. When I move the top curve using the locator I also want the bottom curve to move symmetrically with it. I.E pull the top curve up, the bottom curve moves down. Pull the top curve to the right, the bottom curve also goes to the right. EDIT: forgot to mention,…
Hello guys is there any way to retain SG in export (using the gw obj exporter) ? Seems it doesn't let me export in any way having both normals and smoothing groups options selected. The only way i can export them is by using triangles instead of quads (which i don't want) Doeas anyone has a fix for this? I'm in max 2017 btw
Hi @ElephantFury . You could add the 1001-1010. Adding the second thing would cause a serious amount of shader recompilation time when you turn them on / off. BTW, UE 4.32 natively supports udims now, through the virtual texturing feature. Go check it out, as my one is obsolete in this case.
Finally figured out a Modo > Maya > Zbrush pipeline. 1. Bake Geometry, copy to new file, save as FBX. 2. Open in Maya, Export as FBX 2016/2017 file. 3. Open ZBrush, export through ZPlugin > FBX Export Import. Make sure you delete duplicate subtools before applying materials.
Thanks guys for your encouraging comments! Here´s an update of my blockout: Your browser does not support HTML5 video! https://i.imgur.com/dhmiBRJ.gifv Haven´t gotten very far yet... true. But I think at the speed I´m going, I´ll have the thing done in April! ...April 2017