The problem is like this, I planed to seperate meshes into different objects from a whole by extracting selected faces. After extraction, the shader applied on both objects ( new and original ) has been changed to some distorted cloudy color and cannot be replaced by defult lambert or blinn. Does anyone know how to fix…
Hi everybody, I am looking for a talented 3d sculptor in order to create a face character based on a mix of 2 models references. I can provide good quality images for front and profile reference. I am looking for a realistic high res result. This would be a paid project - but URGENT. Thanks a lot. Simon
this is part of that artstation challenge, I spent last 2 days trying to work out a good technique to do what Im trying to do. the top image is plates of lacquered Armour at the rear of a helmet. Im not worried about the laquer etc, im worried about the lacing which holds it all together. I spent a few days already slowing…
The foliage are just planes mapped with a diffuse and alpha then layered. Some it looks like a solid model with partial foliage mapping and a combination of planes to give a layered look. As for face modeling you just have to practice. Find a high poly face modeling tutorial and then work your way down.
You need to define separate smoothing groups or add more geo to get a smoother transition between the faces. Also check for unwelded vertices or extra faces hiding in there.
Ok you may have seen that traffic accident of a face over in the waywo thread and like slaught pointed out and a lot of others did as well it sucks and kinda destroys the whole piece. So before I get into fixing the mesh itself this will be an error analysis and when Im done with this (and figured out what to do with the…
I have just gone from max 8 to 9.I have a lo poly model i am working on.If i select the faces of the body and click hide so i can work on the arm they disappear,but when i switch to vertex i get a wireframe of the body appear.I cannot do anything to it but it is there.can anyone help?
aFaces = (polyOp.getFaceSelection $) as arrayfor currentFace in aFaces do( aVerts = polyOp.getFaceVerts $ currentFace polyop.setVertSelection $ aVerts $.connectVertices()) drag and drop this onto your UI and name the button, This will only work on editable poly objects. Its more accurate than converting the face selection…
Hey all. im working on my first short animation clip since school; and i would love some help. Concept: a guy playing poker, investing all his money. He's very cautious and paranoid. he sits with shit cards. but then, he picks up exactly what he needs. and he DOES NOT have a good poker face, and tries to contain his…
Hey there - This gif should explain what I'm looking for. After beveling edges, modo auto selects the faces inbetween new geometry. I have to manually select what I really want - what was newly created. is there a way to do this? Thanks