Should have asked this in "how you model dem shapes" thread, but meh, heres how i'd do it... Make a cylinder with double amount of faces to the amount of blades you require. Select every other face around the edge Extrude outward Rotate extruded faces into direction of the teeth Select inside verts, push them out and…
Okay...overkill on the images there...just needed to see the model you were working on. Before you even worry about the smoothing groups...if you want the top to have that extruded shape on top like the coffee mug..you need to model the shape first. Don't take this the wrong way...I don't want to come off as a jerk...but…
PyrZern: Thanks man! Glad to be involved. I've been sitting on the sidelines for too long on this forum, so maybe this will kickstart me into being more active again. Also, I agree with butt_sahib, no one would bat an eye at 20k as long as it's being used well. Keep it coming. :) thepapercut: Thank you sir. The triangles…
PHASE 1: Write a script: Place a sphere at each vert. For each edge of the model, place a stick (extrude a circle along the edge). Chop off an amount from the end of each extruded stick so it intersects the spheres by 1 cm or 3/8 inch (this amount will have to be experimented with to find right amount). Do a boolean…
Hey Guys, after quite some time here are some new scripts, they are not huge but they can help you work faster. Smart Extrude: If you have an edge selected it will perform an extrude and switch to the previous tool: If you have a face selection it will duplicate the selection to the same object and switch to the previous…
Hello everyone, I am wondering what is the best workflow for character modeling using Marvelous Designer with ZBrush and Maya ? There are many sub-questions I have related to this question : * For the final character model, should I use thin or thick clothes ? * When do I apply thickness ? Marvelous Designer gives you to…
Hello everyone, I'm somewhat new to the game asset creation pipeline and was wondering if anyone had any tips when it comes to baking normal maps in Xnormal from hi-poly character/creature meshes. I was aiming for decently low rez with my LP which means when viewing the meshes on top of each-other there's a good bit of the…
So since I made the basic shape/size of the body last time, I wanted to make the hands today. So first I tried to model a using my hand as a referance but it just ended up looking like a lego hand. My friend sent my a link to this tutorial which I followed. https://www.youtube.com/watch?v=J1mExXURsWk I downloaded his…
The Max preset is what made Blender usable for me; I did have to make some tweaks to the defaults. Most notably, E is shared by both rotate and Extrude depending on the mode; I changed all the Extrude functions to Shift-E. On a Mac (currently using a borrowed one as a secondary machine) I had to assign the Delete key…
"Also I didn't really find a way to replicate the Max shift extrude edge workflow in Blender. Those are just two things that come to mind right off the bat." That's the problem ... By merely looking to replicate a specific tool/feature, you'd miss out on much more powerful ways to do the same thing. Your browser does not…