Ah, cool to see the references :+1: The wall-tiles in this station are indeed larger than I had thought. Could extract somewhat accurate measurements by comparing against standardized building blocks like doors (perhaps you already did): I think if the tiling on the floor was a bit more visible, it would help break up…
So i'm working on a robot style character for my 3d final project and i'm running into a few issues with the rigging, heres a breakdown. Using maya 8.5 sp1 and advanced skeleton. Since all of his joints are ball and sockets, i'm simply parenting each peice to its coresponding joint on the rig. The only part of the model…
Hi there :) Im having a bit of difficulty in zbrush producing good normal maps. My problem is to do with seams. If i make my mesh completely soft im still getting very hard edge seams in my normal map bake from zbrush and i dont really know why. My process is this; 1) Create low poly mesh inside maya & make a uv set.…
Hi! Checked the UVs after applying the modifier as it was setup in the file. The UV borders of holes remain square, which I think explains the artifacts your getting: This is due to the subdiv modifiers UV smooth setting is set to "Keep Boundaries": You can preview modified UVs without applying modifiers by checking…
I was able to resolve the issue now. Thanks to the hint with the sharp edges, I smoothed out my model using the sculpting smooth tool. :) Thanks for your time, guys!
Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup - Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch - Project: VR (PC, not mobile) - Renderer: Forward Renderer - Antialiasing:…
Heya - About this new handle : IMHO it's really just a matter of looking at the reference in a more investigative manner. "How would this be built in the real world ?" Obviously this would be achieved by carving details over a smooth wooden handle. Meaning that the surfaces that are not carved in will have continuity since…
Cool. :) Your poly lines are a bit wavy; I realize it's supposed to be semi-organic, but stuff like the top cover on the barrel don't look as smooth as they should be - they're kind of bumpy and wavy instead of creating nice curves. This is kind of a problem throughout the model; on the right side of the gun you have a…
Hmm doesnt look like you are taking full advantage of how dynotopo can work in Blender. Tbh I dont believe it matters whether you start with a plain box or quickly model its basic form when approaching it from a dynamesh/dynotopo point of view. Example, take cube..turn dynotopo on, crank up detail slider (lower is more…
Thanks, Callesw! I've actually thought about turning my huntsman into a fully fledged 3D character and your comment has convinced me that it must be done! uneditablepoly, thanks to Maya's incremental save feature, I was able to take a few screenshots of how I modeled the head of my hacker character. I hope these gif's will…