yeah those faces you can see in the wireframe is everything mesh cleanup found. I'm using the latest version of Maya 2018. UV mapping shouldn't have anything to do with these faces or extra vertices. This looks like the type of thing that happens when I do a mirror operation. I can't think of any other instances in which…
Yeah, the UVs are going to look like a mess, because everything's tiled. The UVs won't tell you much, unless the artist just shows the UVs for a single wall, in isolation. But then all you're going to see is the wall stretched out horizontally beyond the 0-1 square. Where the UVs get really crazy are techniques like Snefer…
[Project Star Bounty] Character Artist - Manouk Manoukian Hi all, I have been working on the playable character for Project Star Bounty from the concepting phase all the way up to creating a game ready playable asset. You can find a lot of the concept art I did for this project over at my Artstation (Manouk Manoukian).…
I've been modeling the room after the princess' bedroom from Hotel de Soubise in Paris. I made the layout more like an ellipse, to make it more baroque. After all, the name baroque refers to a irregular rough pearl. I tried different variation for the curtains. The back curtain uses a dithered masked opacity so it gets a…
Asaro head teaches you what you want to nail in the beginning before you move on to smoothing things out, no matter the proportions of the head. You're not learning a specific thing, you're learning something you'll be eventually subconciously doing over and over again for human heads. It also teaches you that good visual…
There's no need for a splash page that just says "enter", go straight to the gallery. Put a finished game-rez model up top, so that spear. I think you put that car model up top because it's more complex, but if it's not game-rez with beauty renders and break downs it... kinda doesn't matter. It will just look WIP. I'm also…
Thanks for the feedback guys - glad you all like the blade texture, that was the main reason I did this sword, I found it a challenge on my first one. @shrike Thanks for the paintover! That does look better! I will definitely experiment a bit more and see what I can come up with. :D What is it that looks less credible to…
@Anchang-Style Been playing around with it and I am impressed with the speed of simulation.Problem is I can't find some features like the softbody,how do u make some vertices unmovable,attach vertices to a rigid body,my softbody is acting like a thick rubber.Also I think rigidbody is lacking a bounciness feature or is it…
Hello! For your first question, it's an option in the color palette. There is a tickbox somewhere allowing you to lock it to a certain color. As a matter of fact I would love to take this further and always assign the same mesh color (for wireframes) AND material. Any way to do that? As for the primitives. Yes it's…
Hey, so I've been working on the retopo. Here is a little GIF of the whole character low poly model with an unlit black color, to see if the shape reads well. (the small hole over the head is the bottom of the skull, I'll plug it lower in the fur once it's baked) Currently it's 6987 tris. I've been aiming under 7000, after…