Hate N-gons love quads!!You got a bunch of n-gons at the chest area and at the butt:D.You should keep proper edge flow and make everything symmetrical for H-poly model.
Node Kit just updates. Now we can rename the N panel tab of this Addon in the add-on preference. Version 1.1.3: * Add on preference option to rename add-on tab name in N panel
I've modeled a simple pillar, even though one thing that's bothering me is I can't create those two cylinders on either side of at the top, because I don't know how I'm supposed to without creating n-gons and other mess ups. Basically, I simply don't know how to go about it. The entire mesh so far is made up mostly of…
It seems I have to create snapshot from A (n times) and set their positions on A1 to A(n) in a for loop and remove previous A1 to A(n) models. actually I was looking for a modifier or something to select a model(or helper) and just pick instance reference. I will do his with script, but if you know another way, please let…
Makaimura = Ghosts n' Goblins / Ghouls n' Ghosts, the entire series contained a gargoyle named Firebrand who eventually had his own short game series Shooting for around 1900 - 2300 tris as a standard.
The world is getting smaller, and artists will always crave dem influences. Some Asian takes on western civ can come off pretty strange sometimes ( curly mustachioed n top hatted weirdness ) But I love it when a gem like Song Kang Ho pops thru in a cultural mashup like snowpiercer n The Good The Bad n The Weird
Logan5 Agree with u now again start sculpting in z brush n add some more details n rocks around d pillar n i try to make it of rock and one more thing that is mention that texturing is W.I.P @ Visceral Agree with u bcs i dnt work on spec just a little adjustment in level will try to make it rock
Yay! That sorted it. In the interest of meing nice, here is the script too. Why did I write this? Well, max 7 has a skin weight mirror facility. Unfortunatley the scale I have to work at means that the threshold value is often too small, and I always have a few weights that won't copy - 0.001 is too small, 0.002 is too…
So animating an object with object space is pretty much the same as is with tanget space (leaving out the shader complexity ofcourse). Wonder why this misconception is so widespread (must be like the "triangles screw everythign up in zbrush" issue lagging on), people must have just heard about it and never actually tried…