Well, that's precisely why I was mentionning earlier that some of the confusion in this thread might be coming from where you are in your learning of polygon modeling in general. This (and the weird question about the ears) 100% confirms it. And again none of this relates to "old" or "new" models (beyond the fact that…
Hi again. As it always happens, every time I try to start a new topic on this forum something distracts me from working on a model. :) But now I'm back to share some progress. I've been working on the tracks and the side part of the model. So far I've made a draft lowpoly, highpoly and a test bake. The trickiest part was…
Eaven though i am sitting next to you i'm going to take this oppertunity to comment on your model. So you can put my views in perspective. I agre with Flewda about saving some of those polys in exchange for normalmapping. like for instance behind that doorhandle. And i absolutely think that you should check you r model for…
I have exported an obj from Rhino and the resulting mesh in Zbrush is very messy. I would like to add fine detail to it in Zbrush but am struugling to find a good workflow. This is what I have done so far: Exported an obj from Rhino with Polygon Mesh Objects and points welded. I then imported this into Zbrush with quads…
Hello Everyone, school year has started again and while all my classmates are busy with the meetmat challenge, I've decided to do things a bit differently and texture a prop with displacement ( uh-oh ) so that i have the same challenge as them but on a different prop. As for the Prop i Decided to go with a very fancy…
Hi everyone! I’m trying to transform an stl miniature into a series of subtools with good topology for their deep customization for 3d printing. I’ve dynameshed the main model, separated it into pieces, then remeshed, subdivided and projected details for each subtool. However, even after all the transformations: *…
once rigged, you're going to have problems with those shorts and the top of the feet. Where the legs of the shorts meet the groin, the deformation has almost no polygons to play with. When the lower legs intersect with the feet, you have a few nasty triangles that break the flow, they won't deform at all. They will…
Refreshing the banners! Send these people some love, let 'em know you care as much as we do. In no particular order...* https://polycount.com/discussion/211023/sea-of-thieves-anniversary-update-environment-level-art-dump * https://polycount.com/discussion/221392/sketchbook-frank-polygon/p1 *…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…