Hey there, guys and gals! Here's a little something I whipped up lately. Basically it's a little tutorial that shows how to make this kinds of selections in a second. I really tried to use more a of "show, don't tell" approach so it's kind of a real quickie. Chances are most you do things that way already, but I thought…
I think its pretty safe to say if you see a lowercase i and it comes from a native English speaker/writer they're just too lazy to push shift... But I guess they could try to pawn their laziness off as humility ha! For anyone interested in the transfer UV's mini-tut I wrote it up here:…
I was just thinking about this last night, I had given up on the poor furless dik dik. What I was doing for baking seemed to work pretty well, but got frustrated trying to get the fur working and colored the way I wanted. Maybe I should finish it, I hate that unfinished smell in my projects folder. I'll work on it this…
So, decided to make similar thread to the how you model dem shapes, but for materials and texturing. For example if you are trying to make a material that has copper and brass, you just post your reference pics and what you go so far with the flats and we can try give tips on how to achieve the look you want. You guys can…
I dont have any of the horror stories you guys do (Thankfully) But I get annoyed when testers or programmers or jr. artist come up to my desk and just look over my shoulder without talking. If they want to ask a question that's cool, I will totally give them a mini tut on what im doing, but it's when they stand over my…
sweet! looking forward to the mini-tuts and the video. If I may suggest some topics to include (sorry if some of these seem really noobie): -I would love to see some of the prep work for modularity, re-usabilty and keeping things snappable for the level designers/UT editor -what does your actual base mesh/medium poly mesh…
The one biggest thing that saved me a shat load of time and headaches is mayas Skin -> Edit Smooth Skin --> Copy skin weights. Just select a default item and then your item and hit that. Make sure it's set to "Closest point on surface" that seemed to work the best. It also works for getting skinning from your LOD0 to your…
I'd say don't trying make it all one contiguous mesh - can make more work for yourself trying to line up or terminate loops - and especially with sub-d, try keep everything in quads if you can to keep smoothing even and the mesh clean. Check out the FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d…
so I obviously have no clue what I'm doing here but jouste inspired me to try something different so I did. didn't spend much time or thought on this whatsoever I just wanted to get a feel of what the flow might be like following his 6 step mini image tut in his sketchbook. look. I'm sorry. at least I still did art tonight…
I think it's just a matter of starting off with more geometry in the base shape so that you don't have to add any extra loops to control those edges and the helmet remains round once it's subdivided. Not saying it'll be easy or anything just that's probably the best approach. See this post from the How u model dem shapes?…