how to model the middle joint of Y shape ?i just model two polygons but no idea to the joint ,need to use which technique in maya to joint smoothly ? http://imageshack.us/photo/my-images/138/63906018.jpg/
Hello, i have some ideas for Team Fortress 2 items. What to start, what tutorials should i read or look? I'm using Maya. Also need help with low polygons, and sending it to Workshop / test it on itemtest. Thanks!
Hi How can I do in 3dsmax to expand the Shell I did for the body where I applied the alpha black tattoo here ... in order to be more distant along the normals of the polygons? if I usually expand it gets intruding and clipping ...
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reworking the lighting! Defiantly need some help with this, I rebuilt the whole thing and have been following a polygon academy tutorial but i still feel like its lacking
I'm not familiar with rizom but most software will struggle with faces that have holes in. Eg. You can't form an 0 with a single face and expect it to work. You need to add edges to separate the faces into simpler convex polygons
Like your concept interpretation also cool portfolio btw :+1: Nice to see a biased quad polygonal approach...nary a tri or ngon in sight and is this modeled in Softimage, too?
Not quite sure why you think there's a book worth of information to even learn about UV unwrapping. At its core, it's mapping 3D vertexes and polygons to a 2D coordinate system.
Would attaching the object to another mesh And then deleting the other meshs original polygons fix it? It'd break a morph target iirc so must affect vertex ordering somehow
That is a big improvement. I would add a little colour variation to the grass (dead patches etc) and some geo bricks to the edges of your walls so they are not so flat and polygonal.