For making complex organic rock formations and similar models, using decimation master in Zbrush can be quick and easy. However, this results in jagged topology and a lack of nice clean edge loops that can be used to split UVs into nice clean shells. Does anyone know of an easy approach to get better uv shell edges after…
I've been binding keys to increase my workflow lately and I've come across a problem. When in the Editable Poly modifier, the Connect function used to be bound to (Ctrl+Shift+E), which I'm pretty sure is the default key-binding for it. It used to work globally whether I was in Edge or Vertex mode, but it now only works…
Hi Polycount 3D modelling experts, I am working on some props which require a normal map to go with diffuse textures. They don't need to exhibit much detail though, and are mostly just there to help bake a better diffuse texture and to make the final model look somewhat smoother. What I am looking for is a very easy, fast…
hey guys. got a problem with my character. i build him in maya 5 rigged him using the standart HumanMaleA skeleton. after importing the model to ued some vertices break apart. strangely its not the whole model but some special spots (i.e. the right arm, helmet) heres a shot of the imported (broken) model: what i already…
Hi Everyone, Thanks
for taking the time to look. Two
years ago I did an art test for a job that I didn't get =( I decided to
redo the art test with mostly the same rules as last time. I took a little bit
of extra time for my 2nd attempt. Maybe about an hour or two extra. [Rules]
Complete a HP model within 8 hours. Two…
Hello All, Apologies if this has already been posted somewhere, I just haven't seen any real place to ask Modo specific questions other than the Modo 601 Post awhile back. I'm a new convert to Modo from Maya and absolutely loving it so far. I am a noob at it though and do have tons of questions. I'm hoping to just use this…
So I've resurrected a project from like 2 years ago that I never got to finish. Updating my folio right now with next-gen stuff, this being my first building. Currently sitting at about 6k tris, though there's still more optimizing I haven't bothered doing yet. In the end it'll be done up with specs, normals and lighting.…
I'm in a bit of a dilemma at the moment, and figured this tends to be the best place to ask questions. This is probably my only "good start" in a while, with the last 2 weeks of doodles being rather disastrous. I'm getting kind of happy with the overall silhouette and proportions, and the polyflow seems decent enough for…
I know what I want to achieve, I just don't know if it exists and/or what it would be called. This script/effect takes the colors of an image and a mask (or selection) and "stretches" the colors on the edges of the mask outward, away from the mask. Another way to describe it could be: Each pixel outside the mask will take…
It's been a while since I posted. Things have been getting busy! But without getting into too much detail, here's what I've been up to. So I figured out what was causing the weird lighting. It was because of how the normal map was being calculated in my triplanar projection material, because triplanar projection naturally…