Re: tools most tools are by default click to activate. You can change tools to auto-activate though, so simply selecting the tool will make it active. This can be done from the tool pipeline, which by default layout is on the right hand side under the "lists" tab. That's also a good way to check what tools / constraints…
First of all, cool model, love the style. What is it planned for? Onto the crits: The density of polygons is really erratic, for example there are more polygons in the lower lip than there are in the rest of the head. The entire bottom lip could be defined just as well with extremely less polygons, and could probably have…
Hi guys ! Some new stuff in Redemption's anim takes done mostly by Thomas Chaumel, I did only a few of these animations, mostly the new Idle with a focus on facial expressions (still WIP) Whole new animset done on Droideka, here are some of these : Retract Roll Deploy Turn Right Stun Attack Our main character (Mevenn) had…
Maybe a bit offtopic and i do not want to rant: Isn't this exactly "the problem" also in other areas (even other "industries") ? "The industry" does not define clear standards (and also the management fires everyone doing the real work).. So not only the newbies does not know what to put into their portfolio but also the…
For 2, there are some performance considerations depending on your target platform and renderer that change the types of polycount you can reasonably achieve. For desktop and console GPUs using deferred renderers the rasterizers drop off in efficiency when there's more than one triangle in a 4x4 block of pixels on the…
Triangulating your mesh is only 'feasible' in a few cases, that is when: A) Your model is very low poly (something like a sign which is a Hexagon, or a Mobile MMO. B) You need to correct shading errors because your engine doesn't triangulate a certain mesh correctly. C) Your normal map bakes are giving you issues. D) Your…
Two important considerations to think about with an asset like this: 1. It's best to align UVs vertically or horizontally, instead of diagonally. This avoids jagged/blurry artifacts from antialiasing, and improves downsampling for LODs and MIPs. 2. For hardsurface assets, you'll get better results by not using baked normal…
Concentrate on the Right side Menü under Model Tab and use Modo Layout with Top and Front View and 3D. Top and Front View is good for correct placing and Grid Snapping aka correct measurements. 3D View more for Selecting and Overview. IN your picture you see the left Menü, its not relevant in the following process because…
Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
Hello Polycount community. I am facing a frustrating problem that I don't know how to solve. I am trying to copy my UV from a mesh to another, but visual artifacts shows up when I do so. The 2 meshes are exactly the same, same number of vertices, faces and edges, vertices have the same numbers from a mesh to another. And…