The target platform I had in mind for the model was PC. The model’s poly count was 187.7k vertices, which I’m assuming is too high and not ideal for game engines. That is the poly count before retopologizing the car frame. Do studios not retopologize car models for better optimisation?
So this is something that just drives me crazy. I think this should be very easy to toggle on and off. I would say that 90% of the time, I would like to work with only selecting visible polygons. It's only for the very beginnings of box modeling that I would like my box-selection to pick up on verts that are blocked/behind…
I'm trying to replicate this torus shape with "dents" in it and the problem is that I can't clone geo in radial array so it would stack poly to poly and maintain perfect round shape. I've tried two approaches. 1)Cut across two smaller dents. In this case I get perfect round shape with equal distance between dents if I weld…
I'm working on a script that moves vertices/knots of an editable spline, and I want to allow the user to undo the operation. I have used theHold successfully for a script that moves vertices on editable mesh/poly objects, but when I attempt to use it for splines using setKnotPoint, setInVec and setOutVec, it doesn't work.…
As for Leilei's request concerning mirroring, here's how I'd like to see it done: Mirror Geometry: this command will mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replaced by the mirror. All vertices within the merge tolerance along the axis…
Hi, So in my game I have a player going through doors. Each time a door is open, it spawns a new room on the other side and the camera adjusts itself to the new room. The problem is that these doors/rooms go in different angles and directions and the player orientation doesn't update. For example, going into a door on the…
Hello, I have animated a vertical shutter with slats using a Path Deform modifier. Upon exporting to FBX the keyframes are lost. As seen in other threads, people found a solution by using collapseTo, to 'bake' the keyframes. Unfortunately, this doesnt seem to work. Currently the only available option (at this time) is to…
@cheesechen12 It's looking good so far, excited to see you keeping up with it! Only thing of note I can see at this stage is that the lattice for the ruined stairs doesn't look to have the trim set up quite right. It appears to have slats running horizontal across its surface, even along the vertical beams.
Hi everyone, Let me present a very simple practical example, Modeled in 3ds Max 2025 and baked in Substance Painter 11. Low / High Normals When I do the bake I always have a problem where a light jump can be seen in the area where the seam is. I understand this is due to the normal bake; the test was done using averaged…
All the tools you are looking for is there, I find myself looking for Modo's tools in Maya. Building upon Rabbid_Cheeze's answer, some good modeling hotkeys. Shift + X = Extrude Z = Edge Extend V = Spin Edge B = Bevel P = Make face (after selecting vertices, preferably counter clockwise) Ctrl + L = Connect Vertices F =…