I'm doing Mesh and Texture cleanup work for 3d scanned people and working primarily in zbrush. The original polycount for the object provided to me is roughly sitting at 650k polygons, my final cleanup sits at 1.5million after dynamesh (The fingers and other elements are relatively close together so I don't want geometry…
Fellow animators, I'm looking for your help here on conformation that I'm going down the right track to becoming, hopefully, a sucsessful animator. I've been researching animation for about 4 weeks now and I've really got involved with the very essence of animation. I've took the time to read most of Richard Williams…
Just wondering what the common practice is for uv mapping irregular meshes such as terrain for use with tiling textures. Just looking at this image here from John Germanns portfolio is a shot from one of Uncharted 2 levels: Can't get my head around how you'd split the mesh up uniformly to take advantage of tiling textures.…
Some things to try: 1) Clear history 2) Freeze transforms 3) Conform normals, just in case. 4) Mesh>Cleanup 5a) Duplicate, then delete the original 5b) Make a cube, freeze/clear history on it. Select it first then your problem mesh, combine and clear history again. 6) Maybe check if x-ray drawing is on? But my hunch is…
in addition if you press ctrl+shift when selecting it will grab only the inside verts/edges. for doing edgeloops i tend to use nothing other than swift loop. ive set that hotkey up to Shift+S, and then using the existing hotkeys with the tool (CTRL+ALT) the edges conform to whichever edgeloop it is closest to. with that…
While your art and concepts are really well done and incredible, what Sukotto mentioned earlier still sort of holds true. These would fit right into a gritty realistic fantasy world that utilizes practical designs for armor and weapons. But Dota 2 isn't quite that with it's giant hammers and mystical wildly impratical…
nah importing and reexporting I guess woudl breack the vertex order again ... How about the new function of the conform tools in 3dsmax 2012? I have max 2011 tough .... my problem is that the seams in the junction , need to be perfect matched , meaning that the vertices need to be in the exact same position of the…
The quick way: Create cylindrical piece of fat tape/wrap, apply the skew modifier maybe some noise. Then copy, rotate and tweak them as needed, probably use a FFD modifier to push and pull parts in and out so they look like they overlap. Some of the tools in the graphite modeling tools might be helpful too, like the shift…
You've got a couple of options for small details. A: Model and bake them along with the main model. Z-Brush, subD whathave you. You can either model them into the main model (difficult) or model a smaller portion where these details are, conform it to the main model, then sculpt just that patch. B: Make a greeble/decal…
Her face needs some lovin' - She has crazy eyes. When the eye lids don't cover up some part of the pupil people tend to get a blank stare or crazy look. Rick taught me a good rule of thumb for eyes. The bottom of the iris (color part) rests on the bottom eyelid. The pupil (black part) rests against the top eyelid. Kind of…