Anyone know why split to parts might not be working? I've imported an obj model that I exported from Maya into zbrush and each time I've tried to split to similar parts it won't work. I've even tried starting fresh maya scenes and putting a bunch of boxes together and exporting that. Same problem.
Well. another newbie on the Polycount =) I'm new to 3D (using Blender) and came here to get some help. I have tried to make a medieval cart in Ashen game style (mid poly I think). Here are some screenshots: Wheels are separated and so on, but I have a problem with mesh. Here is a screenshot: So my question is: do I have to…
I've been meaning to get around to learning how to 3D model for a while now, but the intimidation factor always over came me. I've spent stupidly large amounts of time reading about how to make things, but I never actually make anything. However, in a bout of inspiration, I decided to just sit down and make something. I…
I’m modeling a gun for a portfolio piece and it requires multiple parts and I’m trying to figure out how to best combine everything into one scene. Should I import all of the parts into one scene by exporting and importing them all as .fbx? Sorry if this is a silly question but it’s been stumping me lol thanks for any help!
How to create those extruded red parts in this image http://orig08.deviantart.net/9b73/f/2014/282/5/9/kings_of_the_realm_by_grafit_art-d8251wa.jpg i want to know how to create that red part on those draping clothes in zbrush ,i want a clean method like using insert strap brushes,please share your method or any tutorial.
Our company is developing a theme park simulator that has gained a lot of attention. We are looking for artists that can help out with modeling amusement park rides and environmental objects. We have a very small budget, so cost is a factor. The project is alot of fun and we have a strong following that looks forward to…
I was watching a talk by Stephen McAuley, technical director at Santa Monica Studio discussing their approach to game editors and how they use Maya as their game editor in conjunction with their engine. https://www.youtube.com/watch?v=G5VeATrOST4&t=2684s Apparently there are many benefits with working with Maya as a level…
I've been trying to model this by beveling the edges but I keep getting some N-gons and that's f'up. I figured a way to add the details on the side part I'm thinking of using trim sheets as my normals, but my main problem is the scope part that is connected to the main body I don't know how to do it with a clean topo.…
It was a very common technique once with combining multiple neighboring objects in a single, often non-square texture for a sake of having one shared distant LOD object in systems using hierarchical lods or lod grouping . Still works with that logic and good for mobile games for sure but AAA games moved toward UDIM…
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…