Hello. I started modeling about two weeks ago in Modo. I've watched hours of tutorials but this one thing has always confused me. How should meshes be connected? What I mean by this is if I wanted to create a game asset, say a weapon or house. Do all the objects I make need to be connected properly vertice by vertice or…
Maxon's documentation seems to be vague and I'd argue wrong about focal length From: Draw Here's a good image showing the relationship: Here's an old article exploring the same thing as you: Sort a Done. Its almost there... I swear...: ZBrush Focal Angle Fov can also be horizontal or vertical, and I haven't used Maya in a…
you can even set the maximal distance for the remove doubles function while using it. just select it from the menu and look in the tools panel (press t). you can then interactively set the distance and directly see the results. for welding: try to press alt+m after selecting two vertices that you want to weld. you get…
most of the games I have worked on have a polished but short vertical slice to begin development after pre-pro. a couple levels or so of decently polished art content that showcases all the games major features or Pillars. by getting this vertical slice done and functional it give something to start marketing shots going.…
Make the model from scratch. Sorry for my english :D Make 5 planks, not 1 mesh sculpted in 5 planks. then use trim dynamic with square alpha to break the edges. Use very negative fallof. Each part should be the separate mesh. That's easier to sculpt. For the "wood grain" use Orb brush, small size. Sculpt just few vertical…
Sorry for I'm bumping an old thread, but I have a similar question and the search brought me here. Which was perfect, because this is also a newbie question. :) I'm unwrapping a model that has partial symmetry, and I'd like for certain shells to overlap to save UV space - in particular, the two hands. I didn't use the…
ah ok cool. The tool i was talking about is referred to as proportional modeling in The gnomon DVD by Vitaly Bugerov (I think that's right...) but may in fact be something else in XSI itself- and yes, it's basically an interactive soft select. Thanks for the "B" info- I've avoided soft-select cos it didn't seem very…
Hello. I don't quite see the point why you would not just want to attach both meshes together and weld the vertices. This will combine the vertex normals and eliminate the visible seam. You can detach them later on by selecting the Polygons and hitting detach. But anyway, if you want to keep them as separate meshes you…
So, i didnt end up welding the scene into one mesh yet, (as simple as exporting and selecting all vertices and welding with a small threshold - no meshes have vertices close enough to weld to their own mesh vertices) I defaulted the high/mid/shadow tones back in the world settings and have enhanced the blue and orange…
Hi! If UVs are straightened and even, the mesh topology should pretty even as well (as much as possible). Just take one segment, move the UV vertices and observe the checker texture on the mesh changing. I recommend a cleaner model in general with the more even topology/faces. If you have a tiling texture, you can have…