What program do most of you Polycounters(?) use for modeling? I have some ideas for weapons for Team Fortress 2, but I don't know how to model them. Thanks.
Updated my techniques and tutorials .zip. There are 2 parts to avoid people getting duplicates (should be 87 items total). Again, for additional info, I added the link to the page the image is from in the comments of the image so it may make more sense in context of the rest of the thread. Some of the techniques might not…
okay polycount i need your help. as you see below i have a cylinder cut into a planer surface and extruded inward. when smoothed it pinches and i have no idea why.
Uhm.. this is the first time I see that post, but the one I saw where I learned how to make circle holes in meshes was pretty similar and I saw it here in polycount. Maybe it was you?
@perna I Don't know how to get that soft indent on the side, the part I circled in red. I mean I have ideas, but I wanted to see what polycount had to say.
I made this black object in Blender. While the shape and shading is good, it looks very highpoly for something that will be duplicated 7 times. Is there a better way to do the topology to reduce the polycount while still retaining the shape?
..and for anyone else who is bad at searching the polycount wiki, here is the info on floaters: http://wiki.polycount.com/AmbientOcclusionMap#Floating_Mesh_Problem Google search helped me find it just now. Either way, thanks for your help guys!
Hello all, first post on Polycount :smile: I'm making a shoe basic shape, its ok but I wanted your thoughts on topology, specially when I subdivide it in the front and rear I get some tension.
hello polycount artists there is a single vertex in the top image that, when mesh smoothed, splits into two? why? im welding together the elements and i dont know how to get around the issue. is something wrong with my topology?
Hello good guys polycounters ;) My question is How u model dem shapes? :) Is there any quick method to do this kind of "wrapping". I would rather model this in Max and then sculpt it a bit than just sculpt it from base.