Hi ! There is in blender an addon called F2 and with this you can create a polygon from one vertex selected just by pressing F on the keyboard...in C4D is true there are polygon pen but when its extrude a polygon from a selected vertex or selected edge it place the polygon weird and not following the direction of other…
From my Digital Tutor experience for 3 years I've learned that most of the artists dont bother re-topoing the low poly character model but edit the low poly mesh they get from the adaptive skin constructed by the help of zspheres in zbrush. I would love to see a tutorial that explains the flow of transferring high polygon…
In my case, I have a modular wall which is basically just a plane with a tileable texture. User can use it to build a bigger wall which can be 5 planes wide. Now the user gets a constructed wall and it has 5 polygons. If user remove inbetween polygons, it will stretch the texture a lot. However, we can make one polygon…
Hello I try to sculpting tracer base from this beautiful paint https://twitter.com/M_ars/status/738374088058511360/photo/1 and here my sculpt 1.3 Million Polygon it too much? CC are veryๆๆ welcome and I need advice about skin color can you please advice me, how to make skin it look more good like this…
I am still trying to learn the ropes of creating good assets that will work properly with game engines and noticed that a lot of artist use smoothing groups when modeling low polygon models to save polygons when making rounded surfaces. I was wondering if I should start using smoothing groups when modeling my low polygon…
Easy. Just create cylinder with enough sides. The barrel cover has 8 holes, and I used 4 polygons for one hole. so the cylinder needs 32 polygons. Create the holes with 10 similar polygons using the inset function on the 4 polygons and align them... Thanks. I thought about creating one, maybe in the future.
Basically yes , because its already a seam for a videocard and every hard edge is a split edge doubling vertexes along it. Yet not every UV seam needs to be a hard edge and you don't have to always do hard edges along beveled edges. Google and try to understand face weighted vertex/split normals or ask chat GPT? Shading of…
Here's a small composition using the pieces I posted earlier: The hangers themselves are 34 polygons each, and the blocks of pipes are 204 polygons for a 4x tube, 108 polygons for a 2x tube and 156 polygons for the curved tube part. Daphz, that model is awesome!. Will you be making the lowpoly and textures? Looking forward…
I recommend Frank Polygon's Sketchbook for some very nice hard surface modeling writeups and inspiration. Perhaps start a sketchbook thread yourself, to document your learnings. When starting out (share recent works to give people an idea where you're at), I would focus on making good looking assets and don't stress too…
Well, they basically let you split a mesh into several independent objects. One benefit is that zbrush allows each SubTool to have as many polygons as your system can handle. For example, if your system can handle 8 million polygons for one SubTool you can have a model equal to 32 million polygons by having 4 SubTools of 8…