Working on a male base mesh for future projects and decided to post shots of the progress for critiques. The torso is pretty much blocked out and the arms are still a work in progress.
I have made a very simple model of Lake-Town in MayaLT from The Hobbit movies. Now Im wondering how one would do the UVing for texturing in Substance-Painter. I have watched the tutorials, so I know how to do Uving now :) Heres the model: The question: Will it be better to texture one mesh at the time in Substance-Painter…
Hey guys. Got a studiomax problem that is driving me up the wall because I have no idea where the problem is therefore can't find the solution. I'm making an animations that teaches people how to make a T halving joint out of wood. in order to do that ive created several wood models which switch over a single frame for…
Now that I've started to pose it, I'm amazed at how easily it works. I now understand much better the importance of a good base mesh. It's so much clearer hehe.
Hey PolyCount, I've been trying to model a head in Maya for quite some time now and no matter how many times I try, I cannot manage my vertices in such a way that would leave me with a clean mesh at the end. It's always full of unwanted folds and dents, even if I only have quads and no six-star poles. Any time I add an…
Have you tried nuking your model? As in applying a Normal Modifier to the piece, collapse it then flip the normals in polygon mode so the normals are facing the right way again... then apply a reset XForms and collapse it again as well, then re-export it into UE4? I tend to do this stuff whenever my meshes start acting all…
Thank you very much for the crits! Will definitely improve the elbow - I totally forgot the area deforms similar to that of the knee. At the moment, I'm having no problems with the smoothing of the poles; theres no irregular "pinches" so hopefully it shouldn't cause too much problems when it comes to my sculpt. Thank you…
Is there a way to transfer vertex colors from mesh to mesh. Possibly a similar plugin like Slide Normal Thief where I just select a ref object and target. I was doing lods and didn't realize the Vertex Paint modifier doesn't transfer over your opacity settings when you duplicate objects (it just resets it to 100% opacity).…
There are a lot of ways to approach this, and it kind of depends on how you like to work, but it looks like you either have too much geometry in the head or not enough in the body. Of course, you will want more definition in the face, but if you subdivided this mesh a few times the face would get super dense while the body…
Hey guys, alot of you have seen me working on this for some time, im kicking my portfolio into Overdrift! And im planning on kicking my portfolio with tons of scenes and unreal tech work as I have fallen in love with all the bells and whistles unreal can do! PLUS I figured that it was a chance to showcase all my new 3d…