I have a few questions about modeling complex characters such as this : 1. If you create a head with more vertexes than the neck, what is the best strategy to go about connecting the two, or should you have it as a "floater" 2. Would objects like the shoulder straps/body armor be seperate objects from the main mesh? 3. Can…
so my friend finished rigging my character, but its not all under one root joint. The shoulder are separate, and the rig use parent constraints. Is there a way to import this rig as an animation to unreal engine? :c Can i bake the animation and just export it as an fbx to unreal? (i mean technically still using the same…
So, basically I'm attempting to create a 3D version of Mats Minnhagen's Abandoned Hut. Original concept is posted below. The 3D version is in the Unreal Development Kit, posted below the concept. All textures are hand painted (so far there hasn't been a need for photo-source, so I thought I'd give the entire thing a go).…
Anyone know of any scripts/plugins out there that offer a better bevel tool that the standard one, which just plane sucks. Id really love to see one that doesn't create extra edges along the intersections and works across multiple edges without leaving ngons. Chamfer vertex is just as bad, which i normally use for creating…
We are looking for a freelance Python & Mel scripter / Tech artist to work on an immediate exciting project. Do you think you fit the following? Have examples of your scripting / Tool dev work Are comfortable prototyping tools & scripts in Maya Have experience with rigging, geometry placement/vertex deformation,…
So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…
So I'm considering learning how to use the NURBS system (I think thats what modeling with curves is called) to create clothing for my character. Wondering if anyone here has experience with doing so, if it is more efficient, has more options, etc, and if it would be worth investing the time to learning it for that purpose…
Hi everyone, i try to achieve good topology in sub-d modeling, but i do not understand what to do in this case. I know a lot of artist use zbrush to smooth problem areas (like long thin triangles, such as may appear in my case if i connect this vertexes) and then bake this mesh to low poly. But if i want get good result…
I have a UV map with several hundred repeating elements. They're stacked perfectly on top of each other using vertex snapping, but if I pack all of them into the UV map, it splits them all up again. I want to use the Pack option to fit everything in there and get a good texel density, but I can't if it does this. I've also…
Inigmas Studios is proud to present our first asset pack, the "Hand-Painted Forrest Pack"! This environment asset pack contains roughly 80 unique models and over 100 prefab combinations for level designers and game development teams! Each material was set up to preserve and maintain the vibrant hand-painted art direction…