Hi guys, thanks to all the support i got from the Substance Painter Live link, i was able to finally update and improve the original Hedgehog connect, now called Xolotl Kitbasher for Maya -Smart scene management, only add to your maya project the geometry you are actually using -Kitbash meshes can have UV's to speed up the…
Today while I was doing some work in my local Internet cafe I was approached by someone interested in my model, he said some kind words then he said (paraphrasing) "You should never use turbosmooth for your highpoly, it can slow you down and dull creativity" He then asked me learn to smooth all my meshes manually with…
ok so i got it down to 1813, your original was 2949. basically what i did was get rid of your built in windows. i recreated a single poly behind them. and just had them push through as a floater. i also redid the top of the tower itself, the bars are thin enough they can be done with an alpha when you texture it. same with…
@dissonance Thanks a lot! Glad you like it:) First image I got no comeback for, will get on that asap:) On the second image I have used "floaters" (the green circle). that's why it might look a little weird on the wireframe. I chose to do it that way since I'm going to bake the whole thing to a lowpoly later and it would…
There is already quite a large thread on the beta release of this. https://polycount.com/discussion/164957/pixaflux-pbr-texture-composer-open-beta-testing A lot of the node based things that mimics curves behavior in Maya or Max are very helpful for custom insets and design work. I've done some engraving in it for pieces…
Thanks for the feedback man! A lot of those edges are due to just wanting a nice silhouette. From that angle, the grip looks linear - but has a slight bend there (but more importantly, edges are there to support the skewing from the knurling floaters). I agree with the trigger though, that's always facing away, could be…
in production, unless you are leading the character department. the chances are hight that you will not touch the basemesh. A ton of characters will have to be based on this one, it is a crucial part in production and makes a lot of things easier. If everybody had their own basemesh, good luck transferring the lowpoly to…
1) Yes, that's fine. The modeling is simple and clean, and conveys the rounded shapes nicely. A "high poly" model doesn't always need to actually have a lot of polygons, it's the visual result that matters. 2) Multiple objects is fine and it's a common way to add small details like screw heads or things we don't want to…
those "spikes" on his back are not gonna come out well at all once you start animating the back and tail..since they are not part of the same mesh as the rest of the dragon, they're gonna be sliding all over the place once you start animating/(offsetting) the vertices which make up the body. I had this problem with the…
You can do something following: Let's say this is the script with the rollout and the button that you want to press: <font class="small">Code:</font><hr /><pre>rollout testRlt "Test Rollout" ( button testBtn "Press Me" on testBtn pressed do (print "Button pressed") ) testFltr = newRolloutFloater "Test Floater" 150 60…