The fastes way to quadrangulate this would be, not to actually connect all the tiny edges, but to divide it in some larger areas/chunks and also "slice" the long, straight parts a few times in order to get some fairly quadratic pieces. Then use meshsmooth or tesselate on it (or whatever it is called in Maya) while keeping…
hope you dont mind, here are some quick crits before i hit the sack. they aren't ment to sound cold. i'm just writing them fast. 1) The head is to tall all together you could scale it about .75 on the y axis and it would come across as better. 2) the nose bridge is very wide, and the nostrils are slightly wider than the…
Could you post a screenshot of your cage mesh, un-sub-divided with wire overlay? I find a lot of times when i struggle changing complicated shapes, its because i added detail too early. You know cut in extra edge loops to retain hard edges before i had the form really set. I tend to just remove all those edges in that…
I have this floor material, and the intention is for it to tile horizontally, but not vertically. The edge (the long rectangles at the top) is the end of the floor, but the AO generated from this edge tiles and continues on the bottom of the texture (you can see it has a darker gradient at the bottom). How can I solve…
I always model lod02 first and bake normal map for it . Then I do projected vertex normals so lod01 works same way dx11 automatic tessellation and displacement does. Any extra vertex in lod01 gets its vertex normal interpolated and only visual position of vertex is changing, not shading. That way it still perfectly matches…
Hi there, in every tutorial as soon as they turn on edit topology on a z-sphere the vertices show as small squares, but when I try it only shows the edges, does anyone know why this is occurring? My model Model from the tutorial
I think what is usually meant by that is polycount doesn't matter for rendering. Here it's not the polycount itself that I think will be a problem, but object's design. You can see everything through everything, can't just bake it to a box (like a fridge or old TV set for example). Most parts would need to be a separate…
So i've been trying to bake this for the past few days, this is a part of a swivel on a caster wheel. The workflow i've done is first creating a low poly mesh in maya and then duplicating it to create the high poly mesh. On the high poly mesh, i've made the edges rounder but all within the low poly models' bounds. Then…
Hey guys Just wondering if any of you guys have an hints on how to unwrap a hi-poly model quickly or how do you go about doing it?. My main problem is that Im finding it hard to select all the polys I want quickly,especially those that are running along the harder edges to cater for the eventural turbosmooth. I try and use…
Hey guys, been off of the forums for a while to try and figure what was going on with all of my models. It all began when I was creating the props from the Big sandwich art test, you can see some of the errors here: http://boards.polycount.net/showthread.php?t=69375&page=2 It seems that maya is exporting my models with…