Hey guys. Couldnt seem to get this question answered in the UDK Masters thread. Maybe someone here can help? This deals primarily with a Maya, 3D Coat workflow. I'm having an issue with importing FBX, but ONLY from meshes that originate from retopo in 3D Coat. I have all the correct FBX export settings, as I also have no…
You can even out vertices to one plane with scale tool by pressing J key then pulling affected axis in one direction and back. Under tool settings > scale settings you can set tool orientation, in this example I selected all the verts and set manipulator to "normal" orientation, but for some other scenario you may need to…
Hey guys, I'm currently modelling the barrel of a shotgun here is what I've got so far: This will be a game model so I will bake the high poly down to a low poly mesh but as it stands now the edge looks a bit soft because there is no loop running on the side where there is a highlighted face because as you guys know, it…
Well @zachagreg and @sacboi after your help and about 4 hours of messing with it I got it to a better place. I figured out some of my faces were not straight and I think that was causing issues. and using some ngons I got it to look better. (im going to be making a lowpoly anyways) Here is my "fixed" pieces and im kinda…
Hi everyone, I've been struggling to find means to an end for days now with the problem I'm facing here. I'm trying to model an intersection here and while I was able to establish the correct shape, I just can't figure out a way to fill in the middle with healthy topology. I have an ngon sitting inside right now and it's…
This seems like a simple thing to do, but I am having some trouble finding a clean way to do it. I want this window piece on the helicopter door to be separate geometry for reasons. The model is a prop seen from a distance, so it can be pretty low poly. Still I want to get the rounded corners on this window. The obvious…
A while back someone in here (I think it was throttlekitty) really helped me out by pointing me towards the chamfered edges + weighted normals workflow for low poly models. The one situation I haven't been able to figure out is what to do when you have an intersection like the following: The high poly represents two…
Okay, I get it now. Just a couple more things: Should I bake the highpoly bullet onto the low or let it be as it is? The hp ended with 138k without the bullets and has a lot of support loops. How should I make the lp for the main parts in this case? Removing the loops? Retopo? I have never done anything so big and want to…
Need advice with something. I'm using blender 3d. How do I model an "anime" head based on extremely stylized reference? Example (please ignore messed up hair): model References used: Basically... heavily stylyzed head shape gives me grief and I'm not sure how to produce this kind of effect: With polygons. Any advice? My…
Ok I opened the file but is there a reason why everything is triangulated? Or if that's the original topology then just start over because dayum, that's bad. Are you sure the surface is perfectly flat? If you have correctly placed edge-loops on either side of the edge then you shouldn't be getting that error. As for the…