I'm a little confused by what you're asking because I don't have maya installed and I can't double check exactly what that command does, but Max has smoothing groups. You select all of the polys and assign them to the same smoothing group, its under Polygon Smoothing Groups in Edit Poly. Typically you select all the faces,…
well, I said they were unnecessary mainly because its pretty moot imo. The only wires really worth showing are your low poly wires. That will immediately show anyone looking at your work that you know how to be efficient with your modeling and that you arent wasting triangles. If your hi poly model looks fine and dandy…
Do not agree at all, then you're getting totally random ray hits as you have large gaps in the model. What he's doing makes a whole lot more sense. He can also easily create a color mask from the bits modeled into the cutouts, and make those areas black in the texture. Personally though I would exaggerate some nice fat…
The tutorial works great. It's a good tutorial to use. It works because the edges of the tile are rounded and you get some nice angle variance. I'm not suggesting to do it another way but shining a light on why some areas on your normal map will appear weaker, its because they approach a near 90 degree angle and there…
btw i made a spesific material for the armor if u like it i could share it :) Note this material will not be included in the bake its just for the zbrush render i used only zbrush and zbrush alone for everything i make Armours: basic retopology once i sculpted a basic base, most of the times i dont make a basic base i just…
Bump maps aren't USUALLY used for individual models. You get more flexibility and range out of normal maps than bumps. I would reserve bump maps for high noise details like skin pores, or flecks of stuff, etc. Yes, but it's slower than using something like Substance Painter, which does a better job of applying it in terms…
I worked this up ages ago as a critique of another artists model, in order to highlight the points I was trying to make, I remodeled the whole thing from scratch. On the bottom image I pushed the floaters away from the surface where they where just barely hovering so you could see them better. The advantage was that I…
Thats a pretty good method, I like it. But you do have to be careful, it does have the potential to cause a problem but if you're aware of it you can check and compensate for it. If the vert you want to snap doesn't align with a FFD point and you snap the FFD box to the grid your mesh will be off grid. FFD is set to the…
Pretty good looking character overall. Initial thing that bug me is the sphere helmet. Seems like this shape/design could be taken further. Another big issue I notice are wasted edges. For example, from the front, the boots visually have 4 segments, but in fact have somewhere between 12 and 14. You could delete a lot of…
[ QUOTE ] World of Warcraft is a poor example Vig, because it's one of the best looking MMORPG's out there. So infact graphics do help sell that game in compairison to it's competition. -R [/ QUOTE ] It does look good but the tech wow uses is hardly "cutting edge". I wasn't bashing wow, I love the look and artistic…