Hi Akas - I'm also a fellow perfectionist. I have improved with this though. I think the best way to deal with it is to make a lot of work/assets. I always think of the 1 versus 100 pots analogy. Basically it's better to spend your time making lots of assets than 1 perfect asset. If you focus on just making 1 that is when…
Ok I'm working on a model, I've never really encountered this before as it usually works but for some reason no matter what I try the the size of certain objects I've created are incredibly small compared to others. I've tried "rescale clusters", packing my UV's in a bunch of different ways and even downloaded textools and…
Hia! So I'm trying to wrap my head around SpeedTree in Unreal 4 and I'm having some lighting issues - which I'm guessing are somewhat related to normals? I've previously created trees in Maya successfully - but I'm getting some strange, ugly shadows in my new SpeedTree ones. Here's an image with the bad lighting. In the…
You can try tinkering with ambient occlusion to get your chairs looking more "grounded". You can use Screen Space AO (found in the post process) to put more shadows in your scene globally but be careful not to set it too high (as you'll run into "halo" artifacts that increase the shadows way beyond the object's size which…
Good job on the model. Some minor technical crits first. Single tears don't come out of the inner corner of the eye unless the person is laying down or had their head tilted. They pool along the bottom eyelid and then run down out of the center of the eye (or the sides if the person is looking up). This is why mascara…
Not sure if this is the right place to post as this place is for 3D art, but hopefully it's fine. Today Autodesk released a new update to Maya, and with it came a strange hidden feature my buddy and I managed to dig out: 4D modeling. It is not mentioned in the release notes and there is no documentation of it (so far). I…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
Here's the way I do it in Maya 2010. Use selection constraints by going to Select>Select Using Constraints... then choosing the next selection option and under properties, checking N-sided (or triangles). With all of those settings ready to go, drag a selection around the entire object, and it will select only ngons. With…
I dunno, but like AIRBORN sed, if you are baking then a dedicated app is the way to go. Like you I dont like baking decimated models if I dont have to. Im using Blender, Substance and zBrush. Character models can be up to 16 mil in zB. Im on a lowly laptop, so if my rig starts to chug I break up the model using…
Hmm, I hadn't thought to try it in Maya. ZBrush says the mesh is 8mil points and the obj is over 500MB, so i think Maya might have a fit doing that. But I wonder if something like meshlab would let me do that. I was thinking more on this last night and I think I found another way that doesn't involve insane polycounts.…