I always start out with a top down of what the track is gonna be. Then go in with a profile of what the track is gonna be from edge to edge. Lay this out as one mesh for the whole track (it will not be exported as one mesh). Then go in and adjust pitch and camber/bank and elevations. The infield sections, walls, dirt,…
Nice progress, those skewed edge loops at the ankle area may give you some problems while sculpting. It's always better to have square shaped quads whose edges follow the flow of the forms. And you will give some detail to the face, right? That would help you save some retopologizing time.
okay this is a general overview of how i was up and modeling in maya in about a day or 2 in my freetime.. probably took about 5 to 6 hours total for me to be up and running. another note is i dont use much of the interface in any art package, i always learn the hotkeys or map them to my liking so the interface never gets…
Not really. Basically what happens is when exported or imported a mesh is split along smoothing group lines for hard edges. Thus doubling the verts on those edges. But some engines (Max .ase to Doom3) only support one smoothing group, so you have to split those edges manually in Max. Which sounds like what Maya requires.…
Just so you know...your pelting together areas that have a 90 degree angle with a hard edge. You can separate those pieces into their own islands with no negative performance impact. Those verts are being split in the model from the hard edges anyways. Also, if your doing any baking on the mesh...its going to look like…
wouldn't the correct way be to just add control edges to the lowpoly? I never heard of actually splitting the geometry, but it seems that it would be better to just add control edges, for when later on this happens on more complex things where you can exactly split it. Or am I missing something? And a very quick thing for…
You can't weld verts in an editable poly unless they're connected by an edge or both have an open edge. Symmetry is entirely capable of generating shite like that. To diagnose... 1 turn on backface culling and look at the back side of the object in wire frame, if you can see edges then there's your problem. 2 marquee…
Thanks for all the info guys. I have another question. Could you guys point me to a tutorial or give me advice on how I would make a tiling texture that I'd bake out using XNormal? The problem I have is with edges, how would you get (say I'm making a tiling brick wall) the bricks on the edges to tile correctly. Is there…
Ditch the extra edge loops around the purple object, you can fake that hard edge with smoothing groups. Keep in mind that every quad is 2 tri's, so having tons of quads will run up your budget very fast. Split them down to tri's whenever possible. Also your handle (the green object) doesn't need to be more than 5 sided for…
I use Zremesher. The important thing is to be careful not to have those edge rings that spiral endlessly around the model. So use the curve guides and also use Zremesher command more than once to get it as clean as possible. Then I take it to blender and select edge rings, then delete them. Then I select the corners of the…