As posted previously I am learning head modeling (not sculpting yet) and try to keep my polycount budget very low (<1K) to test my own understanding of topology. One issue I battling with is how to maintain proper silhouette, as it's lowpoly, I have the urge to add more edge loops to smooth things out. And I read this line…
Hi! Probably this has been asked many times, but I couldn't find much information anywhere... I know the classic cookie cutter sprites, and the branch-plane extrusion method. But this doesn't seem to cut it when I look at the SpeedTree screenshots. I have never had the chance to look at a SpeedTree model and was wondering…
Is there any easy way to fit a bunch of hair cards to one shell if they don't have exactly the same topology? Basically I just need all of that hair fitted onto that texture so that the islands stretch all the way from the top to the bottom. With Maya I can get them all to overlap properly but they don't all extend the…
Hi everyone. I am in the process of making low poly pathways for my game map and I'm hoping someone can give me some advice. I've made all of the pathways but need to make the corners rounded and not sure how to do this. I am a total beginner to modeling so if you can explain the steps or even a good tutorial, I'd really…
Maya users: How do you get an empty group to snap and orient to a component face when you can't Snap Attach To from an Empty Group? I find myself having to use a proxy mesh, and this feels wrong. What I have at the moment: The highlighted faces is basically where I would want an Empty Group (with the curve control in it)…
Did a search on this, didn't find any thread titles related to it, so i thought I'd ask. Is there a way to hide faces in Maya besides the isolate selected feature (which also hides everything else including my reference plane [and i don't want to have to un-reference the plane, select and re-reference the plane every time…
I currently work at a project where I have to recreate a mine/cave in 3D. As a starting point I got a highres mesh produced by a laser scanner of all the tunnels. There are holes and gaps here and there in the mesh, but apart from that it's fine. But I have difficulties texturing the whole thing. Coming from another…