I combined few pieces of polygons into one mesh and imported them into zbrush for some detail works. But when I import it, the helm and the ring around knee cap is flipped for some reason. And I don't know how to inverse that effect. Please help me ; ;
<font color="red">update(s) further down..</font> my first post here, :x.. ---- he still needs ears though, and I'm not too sure about the flow of the polygons and other things. still quite new to charactermodelling. oh, and he's at 1270 triangles.
Hi guys, After viewing a few models on the pimping forum, just wanted to query everyones technique in modelling eyelashes. I'm currently using hair and fur in maya to generate the right "clumpness and shape" before turning them to a polygon mesh... but surely, theres a better, more reliable technique? Cheers!
Is it possible to do sub-components collision between sub-components of a mesh in Maya. For example you put one mesh in a rest position, freeze transformations, then simply select some polygons or points then calculate the collision between the two objects, and when the, vertices collide with the other mesh it stops ?
You can use the retopology option from Maya. You can do so by importing the high poly mesh in Maya and drawing the new polygons over that. This tutorial should be useful, https://www.youtube.com/watch?v=xpDWta5O3n8.
If you open the UV Texture Editor window, located under the Edit UV's menu and then hold shift-right click the option to turn on texture borders will be there. You can also enable/disable texture borders in Display>Polygons
Thanks! There is no lightmap here - just basic realtime preview. It's working okay as it is, I think. And, well, there shouldn't be any static light on those tools. Movable physical objects. Saw has a single polygon for a blade, with opacity map.
Try to avoid doing same thing all day. Don't sculpt in Zbrush all morning, and then all afternoon. After an hour or two, switch to polygon modeling, or working on Substances or some such. Plus, deal with ergonomics, as suggested already.
Speed Modeling Challenge - Daily 2 Hours of Polygonal Head Modeling Trying to learn about topology and head modeling. I always give myself exactly two hours and a subject. Only software used: C4D, Photoshop
yeah, EQ, he burned you. Go back to your outdated polygons in the "how u make them shapes" thread, the industry has moved on to voxels. wait a minute! "advices"? I think we're being trolled!