Three quick things I like to do when this happens. 1. Two normal modifiers > Collapse 2. Edit normals modifer > Select verticies > Reset selected > Collapse 3. Convert to editable mesh > convert to edible poly
@carvuliero Hi. These are not made of polygons and its true boolean modeling. Its a volumetric modeler and the end result is stored in 3d textures that gets rendered using a type of hardware independent ray tracing, called ray marching. They can be shaded like regular polygon meshes, and usually they are indistinguishable…
Sorry to revive an old thread but I've been thinking about all of this lately, as I'm getting back into Substance designer myself. My initial tests a few weegs ago were similar with using a tesselated mesh in Blender, applying a displacement modifier, then a poly reduction modifier. Then making a copy of the heavily…
I literally just bought these plugins, they're fantastic. That said, they're just tools and or QoL features, it's not like the geometry they create is magic. (They just make you feel like it ;) ) Depending on what you need they may fit the bill. They really excel at "mid poly" modeling, and if you look into how that…
Here's my current WIP: I wanted to create something more detailed and to learn more about using different materials. I'm happy with the high poly, but I've come across problems with creating the low poly mesh and the textures. When I export part of it to Unreal Engine, it looks SUPER washed out. The only real fix for my…
I'd double check the width of the cheeks. Seems a bit thin, but that's just me eyeballing it. I made a tiger awhile back and at first I was making the cheeks way too thin. What I learned is that cats actually have some really big cheeks. Depends on your breed of course but I would recommend experimenting with just really…
Hi shrapnel, I don't think you need a double knee in this character. This is useful in humanoid characters to represent kneecap and it helps preserve volume. But to me this spider can easily go without while it gives you additional work. Yeap Maya actually doesn't have bones but joints. I migrated from 3ds max and at the…
this doesn't look hand painted. it looks like you masked out a bunch of shapes and applied a drop shadow. get in there with a brush and actually paint what you want. color variation looks pretty good shingle to shingle, but the actual shingle itself is one solid color with a texture overlay on it. is this old and…
Beautiful ! I like the greenish cement/stone wall, it's definitly not a colour I would have gone for a stone wall and that kind of building but it kinda works well ! Nice job on the snow, I personnaly always have a hard time painting it and yours definitly read like thick snow. I don't dig the chains. They're too flat.…
Hey Muzz you bring up a lot of good points. You are right scale was an issue we had to iterate on. Right away there's lots of questions, you have a robot, that turns into a ball, inside a space ship. On top of that, gameplay wise its like mini golf. We could not figure out scale though until we knew camera angle. There was…