off topic: i'm just now starting to realize the extent of my ego and come out of it. the minute you stop being proud of yourself is the minute you'll realize that you can acctualy learn and better yourself. i remember being in grade 10 and thinking 3d logos were cool because i 'knew' 3d. it impressed my classmates. i…
Day 88/360: Today, I studied Frank Polygon’s Sketchbook. I learned that most corners are either boxed or mitered. I tried to understand each example he used by modeling them myself and carefully reading the concepts. Thanks for reading.
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01 I will show you some examples for you on there. I hope you like my art style Please let me know
Thanks for that Eric, directed me to a very useful code snippet (it renders each face to a buffer and if theres something already rendered it flags it as overlapped). I've known about this method but never had the time or inclination to code it :) test output for my above example 100 by 50 buffer, the uvunwrap modifier…
Hey, congrats on finishing the project! I agree about fleshing out the idea in a blockout phase as much as possible. To prevent burning out when doing personal projects that keep growing, I think rescoping is another option, for example finishing a bust at first. Much success for the next one!
@Alex_J have you seen the making of video of The Matrix Awakens ? https://www.youtube.com/watch?v=xLVJP-o0g28 It seems like that's a good example of what you want to achieve and the kind of technology you'd need to use/create
Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01 I will show you some examples for you on there. I hope you like my art style Please let me know
I know many tools for converting 3D mesh with materials with USDZ, but these tools can't convert animated models to USDZ. For example, glTF / GLB / FBX to USDZ. Reality Converter is a great tool, but I can't install it on Windows.
I would say that applies more to the high poly. The low poly should be a shell around the high - unless the object needs to split apart for some reason, in that case, the internal areas should be modeled. Here's a simple example of an object made up of intersecting spheres. The version on the left uses 30% more triangles…