I'm afraid to make a new thread about this because the last one did not go well, but does anyone have any resources for learning about "combining" 2 different objects with different vert counts? For example, I'm about to make a pair of shoes for my character who is low poly, but the shoes area an important part of the…
I hoped beeing told that I'm overthinking:) I've read a long discussion in another forum about that and some people made their point that non planar polys could lead to shading errors similar like flickering in animations, when the direction of the normals is differently interpreted at different frames of the animation, or…
Cloth isn't really mechanical/hard-surface stuff that this thread focuses on. Clothing is mostly ZBrush work. One way to do it is to start out with a base mesh that conforms to your character body and then start modeling the larger shape-changing details such as collars, tucked waists and rolled-up sleeves etc. Once that…
Hello all. I'm trying to brush up on my modeling skills. Currently I'm modeling the Android phone character in Maya 2015, and I've come to a bit of a head-scratcher. After doing a boolean difference, then a boolean union for the antenna, I'm unsure of how to connect the hanging vertices to the rest of the mesh, without…
Thanks for the response perna, For the sake of time I ended up keeping the body and spikes as separate geo. I've got a deadline and other projects also need my attention, so I decided to save time. But I'm aware my re-topo skills still need improvement, so I'd love to discuss it a bit. Ideally I wanted to keep them all as…
First off, post an image of what you have done so far. Seriously people, we can't help you if you don't show us what you're having trouble with. The point of this thread isn't to simply write tutorials for random objects, so put in that initial effort and try to model it first and then post your results. Well, for a game,…
Perna, here's a screenshot of the model as a whole so far. The feet look different due to feedback from the artist who did the character sheet/design. I've definitely realized that the profiles do not match up perfectly, specifically the head, actually. I'm trying to interpret the shapes, but I admit that it's a lot more…
I am working on a personal character project. As i thought it would be an interesting challenge I decided to model this skateboard helmet. For the top part of the helmet I started out with a sphere, because it was easy to do the 7 holes at the top that way. You can clearly see that the backpart shape of the helmet does not…
So it seems that some pieces should just be done in PS or CB and not modelled out crazily? I mean I take it small items like screws or what not could probably be replicated in photoshop easily and be given a normal through there. I've almost always see people just sub-d model almost every piece in their assets, characters.…
This whole thread makes me wonder are all those thing gamedev related? Because support loops are big NO in game dev usually. How would you do LODs with those support loops ? Aren't hard /split edges and normal maps been invented to fix all this and editing vertex normals is a way to fix unwanted shading gradients on…