Hi all, got an other problem, i am making a lightmap for my model but some parts of the model are still black or colored, so they dont get the light from my pointlights. I've done already a few lightmaps for other models but I never had such a problem. PS: I took the edge itseld from Valve's original model, but reworked…
Hey everyone! Just wanted to share a quick update on this project. I was recently invited by the 80 Level team for an interview and a deep-dive technical breakdown of this environment. Since it turned out to be a massive 19-page piece, I won't cross-post the entire text here, but I really wanted to share the link with the…
Hi, this model is for my school proj. i'm trying to do a stylized human based on this sketch. Poly: 422 Max poly with body & cloth: 6000 i've look on some tutorial on face modelling, but somehow i feel this model is not really correct. looking for C&C to improve mostly on the modelling side.
Does anyone know how to create a shortcut toggle for displaying selected with edged faces? The option is found in the viewport config screen but the maxscript listener doesn't show anything when I switch it on/off. I seem to use this option all the time so it would be really handy to bind it to a key/quad menu.
Hi, so I was sculpting a head, then retopped it, made UVs and now planning to bake, texture and render this one in real-time engine. At some point I've broken a face symmetry to look it more interesting and now I realized the central edgeloop on the nose is not straight anymore. Is it okay or a rigger wouldnt be happy to…
Better way to check in Maya for face normal direction is go to your perspective viewport, under lighting, turn off two sided lighting. Maya will only render which ever way your normals are pointing, and the back faces will be black. If they are black just go to normals>reverse normals.
So the main feedback I received at GDC was my facial anatomy needs work. So I'm going to continue to practice on them, while working on some more hardsurface work for my portfolio. Here is the first study it was just a quick sculpt trying to capture likeness. I didn't really want to waste a ton of time on the hair since…
Hey all, Working on a character and I didn't make the sculpting version first (didn't think I was going to make a normal map), so my model has tons of tris. I think I need to turn it to quads to sculpt high res, but I was wondering if there is a quick way in Max 9 to select only 3 sided faces? Thanks!
I finally got a bit more time to carve away at this model. I was really hoping to push more on him last month, but that wasn't in my favor. Here's my current update. I tried seeing what the helmet might look like on him, but it doesn't go well with the current concept of him I am working from. Fits better with the cleaner…