I spend about two weeks at some point trying to figure out the same thing and there's no good way to do it. After each method you'll always have to do a lot of additional touchups by hand. It's why NURBS are shit and nobody uses them anymore. Might be easier to just rebuild some of your geometry. Try selecting crossections…
Next character early sculpts! His musculature is a little weird, but I'm working on it. Definitely open for critiques on this one! Also, I need to work on ideas for his armor- which I have zero ideas currently. He's the Mars champion, and for current Earth human features, he's supposed to look of Asian descent. Martians…
Just FYI to everyone, I've changed the 3DS Max portion of the article to more directly address people's concerns; Now I asked a question in my last post about why CG artists have to rebuild CAD models before rendering them - do any of you have experience with this phenomenon? ZacD - I did read your post, I just modified my…
yes i am following that guide and up to the part where i upload an already subdivided object, everything is fine. But when i do and import it in mudbox, it says it cannot rebuild subdivision levels becouse catmull clark subdivision was not used. And i searched alot in google and didnt find a solution. I tried turbosmooth,…
Bought the indie pack today (now all i have to do is figure out how to explain the 150£ mark on my next bank statement to my mother, as she's the one who handles all my finances...:P) I've imported a custom mesh in OBJ format, but i'm not sure how to get the mesh names to display in the list on the left (as i've seen it do…
What sort of errors are you running into that you have to delete that many subdivisions on your mesh? Personally I just use the double subdivision surface technique in Blender where you can easily preview the limit surface after some creasing. Remove the second subsurf and export to Zbrush, rebuild subdivisions and…
@klown Well, damn... And during the hangout I really felt like I had to catch up <_<" I'm technically rebuilding her body now. I did reuse hand basemesh from last month. Though everything else I started from scratch. @DonEngland & @Dimfist Thanks, the shoulders and hips/waist are coming up right after. @DonEngland Really…
If you need to take creases into Zbrush one way that's simple and works in any program is to apply the subdivision (i.e. Mesh->Smooth) at several subdivision levels, export it as .obj, import into Zbrush, and rebuild the subdivision levels there. Personally I can't imagine doing this type of thing without my F2 Blender…
Nurbs don't drain much ; extremely dense nurbs networks do :P Nurbs can only be be grid like. If you converted that from a poly object, chances are, the conversion compensated the non-quad nature of your mesh into tons of areas of higher density. Even triangles could end up being grid squares, with all the control points…
no problem! 1 - Every Uv tile must have its separate group 2 - Yes you can use different size! The size of your texture is determined by the smallest input map for each tile. 3 - Multiple Uv-s are a bit tricky to reimport, at this stage Im afraid you probably would have to rebuild the project. But you can ofcourse save all…