I've had this worked on prior, but the results didn't turn out as well as I'd hoped, not an insult to the man who did work on it (his other work for me has been exquisite), but I would like a more experienced hand on this. I require this model for my drawing work. The work I need done is as follows:* The body needs to be…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
very cool dude. I would say the same you need more texture work. You could start by adding some color variations on those bricks, so they don't have the same value everywhere, add some gradients, maybe a general dark brownish gradient coming from the ground on those pillars. You could also add a subtle grunge, nothing too…
I had to optimize the low poly because Dota has a 400 poly limit for the particular hero this sword goes on. When I took the low poly from zbrush, the thing had about 538 polys, so i had to cut some edges quite a bit. Is that what's screwing me up?
Hey Polycount, Is there a script for Maya that will select duplicate objects that occupy the same exact position as other objects (exactly overlapping), sometimes I'm modeling and I accidentally duplicate like 40 rivets or something, I could marquee with camera based selection off then inverse select with camera based…
Thanks, that's a great help. Initially I was not that convinced of inserting a gamma adjustment layer that might have to be enabled and disabled based on the situation, but after thinking bout it a bit more I think, the best approach might actually be to just leave the gamma adjustment permanently turned on in the PSD…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
Hi all, I am in the middle of a project creating an Arri Alexa Mini 3D model. I have shaped out some basic shapes and some supporting lines. But I am not too sure on how I would approach the extrusion inside the camera towards the sensor. Below is the image and annotation of the shape I am trying to imitate: At first I…
It's been a while since I had to animate with Character Studio, but if I remember correctly, there is no way to stop the head and arms from counter-rotating / staying in their current rotation when twisting the spine? Similar for some other limbs/connections. Edit: Basically talking abou this:…