I think ideally you want to just do a optimized lowpoly and get a good highpoly from that (if we care mostly about efficiency, which is my standpoint, I need to do a lot of stuff in short time, so I make things to diminishing return) Im not sure If I am a big fan of making the highpoly first and trying to get a lowpoly…
2.7_Fender Hi 3DModelers I have been modeling
the fender part of Buell motorcycle for this weekend. This part is divided in
two main pieces that they are connected by means of some bolts and nuts. The
fender protects from mud to the tire and shock absorver. For that reason, each
peace adquires the likeness form from the…
The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
Ok I'm going to do my best to illustrate what we mean when we're talking about edgeflow. I'll try to keep it easy to understand. I come from a hard-surface modelling background myself, organic modelling is on my future to-learn list, but the same principles apply. Ok so, it's good that you've gone back to the modelling…
Have gone through and made some improvements basically now there is a progress bar in the main window (bottom left corner) you can cancel the script with the escape key if you use edge selection you remain in edge selection mode and so on for the other selection modes
Ah yes, the dreaded UV unwrapping. I'm still quite slow with it, but here are my suggestions. It looks like you're a fellow Maya user. Figure out where you want your seams to be on the model. Seams occur where two clusters of your UVs come together. Unless you have a perfectly tiling texture and/or carefully plan your…
Welcome Oogh. You've definitly got the process down so I am going to comment on the textures individually. On this texture you've relied heavily on a crack overlay to portray proper cracks. What you've posted looks decent, but unbelievable. In the green area that I've highlighted I simply flipped the selected surface…
Hello Hello Hello, I am new to game art. I sculpted a head in zbrush and zwrapped it to make a low poly. The problem I noticed is that there is ugly faceting around the nose and ears on the low poly. I was told to select soft edges to import into substance painter, but that doesn't solve the faceting around the ears and…
I wouldn't say that this was finished unless you are trying to see how much you can do in a certain time e.g. "I made this prop in 8 hours" type of portfolio thing. I would tweak the dirt inside the bowl a bit, if this has been standing outside (?) the rain would have smear that rust all over the top part and smoothed it…