Well at least it's a reasonable start! Also by the way was it modeled off of a
background reference image or concept art? I’ll recommend finishing translating
each individual blocked piece, into a high resolution (sub divided high poly)
artifact free base mesh which in my opinion believe is the actual core…
This is my prop submission for the Bi-Monthly Environment Challenge: https://polycount.com/discussion/231681/the-bi-monthly-environment-art-challenge-november-december-81 Concept by Victor Maillet https://www.artstation.com/artwork/2qaA6Y Blockout in Zbrush and further modeling in Blender (this is first iteration of the…
A problem i notice over and over in your work is the boxyness. It seems almost like you do the vast majority of your modeling just extruding shapes from a box in the side view. While this is ok for quickly blocking out your proportions, you get in trouble when you've still got this really blocky mesh, but now you're going…
Hey guys, I just put out a small update to version 1.01 on the website. This version has also been made for Maya 2009 and Maya 2010 x64.. x86 versions will be coming soon. I have not tested this with 2009 and 2010.. so any feedback is welcome! Release Notes: * Got rid of custom node for merge vertices (older scenes with…
The Gasmask biker mask style piece on his face where nose and mouth are underneath, these have soft gradual curves nestled up close to tight sharp curves. These read well ingame when the specularity hits them, when you push more than 2 or 3 bumps close together, you lose them all into noise though. The slanted square with…
Hello polycount :) I started my new job today. Thanks to those who posted in my other threads, my transition from Max to Maya has been a smooth one. I'm pretty comfortable zipping around the menu's now. :thumbup: I have a more technical question for you now regarding the proper way to model this simple object. Pictured…
yeah so i was wondering if there is a more effective aporoach to modelling a sub div model symmetrically in maya. maybe theres a mel script or something?. here's the current methods that i know of: duplicate special instance. it works well if youre just doing polygonal modeling and you can still work with it with some sub…
Hi polycount. I learned to model on 3dsmax (and a little gmax, back in the day) and while I'm fairly literate in a lot of 3d software, I've always come back to max for modelling (because of the tools) and UV mapping (mostly just because I'm used to it.) However, I work for a fairly small company right now where I have some…
I hope you guys like it. It's the most ambitious thing I've ever taken on https://youtu.be/q6amkGifYos Features below (I likely forgot many) * Object edit mode: Rotate, translate scale, select entire objects and manipulate their transforms. * Includes real-world unit system for editing absolute position and scale of…
I don't think I'm wrong in saying that Maya's default booleans are pretty bad, bordering on unusable in some cases. Right now I'm making a moderately high polycount hard surface model, and it is taking way too long for me to make it in Maya the way things are going. I haven't been using booleans at all until this point…