Hi Everybody! I want to share with you the visual guide that I created while working on the update of Hard Mesh, a modeling plugin for hardsurface non destructive modeling in Maya. These GIF illustrates some functionalities that have been updated on the next upcoming free upgrade. You gen get the trial on the official…
Hey PolyCount, I've been trying to model a head in Maya for quite some time now and no matter how many times I try, I cannot manage my vertices in such a way that would leave me with a clean mesh at the end. It's always full of unwanted folds and dents, even if I only have quads and no six-star poles. Any time I add an…
Hey guys, i've been doing a rework of my Butcher's Bonesaw (http://steamcommunity.com/sharedfiles/filedetails/?id=176041966) and i'd like some opinions. I also have a couple of questions about hard edges, UV splits and normal mapping. I posted an image of my lowpoly model with the normal map i have so far. I am happy with…
Hello everybody, I am developing a VR multiplayer First Person Shooter, and I am contacting you because the coder I was working with dropped the project. This is why I am in search of a new programmer who'd like to join the project and help me, firstly, to release a demo of the game (and later bring it to a final,…
Hello everybody, I am developing a VR multiplayer First Person Shooter, and I am contacting you because the coder I was working with dropped the project. This is why I am in search of a new programmer who'd like to join the project and help me, firstly, to release a demo of the game (and later bring it to a final,…
I have a handful of questions that are kind of unrelated but its easier to put them in all one thread. (ANSWERED) Exploded baking. I know how to do a exploded bake, that is simple enough, but what do you do for the AO map? Do you bake the AO from the exploded bake or do you do it from the combined mesh to get more accurate…
Hello, i have a 3D scan, i have done automatic zremesh in Zbrush and automatic UVs via UV master (but i have done also manual uvs in max with the same result). Than i subdivided the mesh a lot and done projection of the detail from the original scan hi poly 3D mesh into my low poly mesh, created normal maps in tangent…
Hi there. As I've been working on a pistol project I've gotten some good feed back, And some question on edge on control in zbrush. After seeing such interest in it, I wanted to see what i could come up with. The biggest thing i came up with was creating a retopologization in all quads, Then creating fast edge loops with…
Alright, one more try, the previous post got removed for some unknown reason. I have the following high-poly and low-poly assets: HP - https://drive.google.com/open?id=0Bxiv4nwNFlKhcllvaU1nTERlcEE LP - https://drive.google.com/open?id=0Bxiv4nwNFlKhV0xfVE1jVE9lcUE I go through the following steps to get my normal map: 1)…
So for the past few days I've been doing some experiments with Maya and seeing the best approach to Normal maps and how they exactly work. I've read: * You're making me hard. Making sense of hard edges, uvs, normal maps and vertex counts * Understanding averaged normals and ray projection/Who put waviness in my normal map?…