Hi All Anyone know if its possible to combine poly objects in Maya (2013) but keep the original objects naming, instead of replacing it with a new one. For example and objected called "table1" combined with "legs1" becomes "Polysurface937434343". Any way of keeping it to say "table1" for example. Thanks
cover as much as you can with your standardized pieces then when you are finished, look at see where the gaps are. hopefully there is some pattern to the left overs and you can easily fill the gaps with just a few more standardized pieces. if not, just make custom things as you need. other methods can be to use props and…
for example, not exactly those. There are many special things the majority often skips at first because making high density orcs foe example in zBrush is more appealing to them as lets say learning and studying the human anatomy or develop a good taste.
It was just how the concept art was when I found it, so I stuck with it. Thanks for the tip guys, I will smooth out some edges. Can anyone post a good example vs. a bad example of baked edges?
Here's a quick example I tossed together in substance painter. I was going to whip up an example in Toolbag 3, but they both looked pretty nice. You should give Marmoset Toolbag 3 a try, it's become my defacto baker now.
Kodde: Cool!! But try an example, thats normal mapped, all one object and has parts with and without opacity, as THAT is the main culprit thats breaking things. The example you have there works perfectly even now in maya 8.5, with the standard blinn shader.
So do you mean, as an example, my Splatterhouse example would be a non issue if the used games stores didn't exist, cause since it's been out for a while, the price would have been greatly reduced in retail stores?
Spend some more time studying form. Right now the head doesn't have any kind of underlying bone structure - no cheek bone for example. Read up on anatomy and form, especially the Asaro planes for head sculpting. Example:
Sure Sabor1996! I'm not the modeller of the statues, the credit in this particular case that i'm going to use as an example is for Guillermo Cuadrado , however I'm going to post that as an example to show you how many details are in the base mesh and how many are in the texture.;-)
Well , " When you create an object/mesh for example a cylinder and you click on that object or something else. You can't adjust the radius, height or subcount anymore." Those videos show you totally can starting not from a cylinder but rather an edge. With screw or bend modifier then curve modifier again . For the tree…