Thtank you for the explanation, I just learn how to bake properly so the goal is just to understand the process. So if I understand right the only way to fix this is increasing the number of polygons on the LP if I don’t want to bake normal map?
If I recall correctly, ZBrush started out as purely 2.5D with the whole "pixols" tech which was basically color plus some height data. They added 3d meshes that you could stamp down into pixols on the canvas. But it was still an orthographic view mode. Then people were manipulating 3d models more, and not stamping them…
Finally got my computer back up and running, so now I can resume learning 'bout polygons again. HUZZAH! Anyhow, my question/inquiry-type-thing is this: Where would I find tutorials/guides/tips on modelling extremely low polygon characters? The ones that I have found are either not true low poly (As in 1,000 polygons. Not…
i think you've confused yourself, subdivision surfaces and polygon surfaces are basically the same thing. a subdivided model is just what it says a "subdivided model", it takes any polygon you make and subdivides it, which in result gives you a more dense polygonal mesh - and gets coined a subdivided model. so when they…
if you don't want the pinch,you have to close the edgeloops around the cylinder instead of collapsing them into triangles,most of the time.Collapsing stuff is ok when you have a flat surface & tris or ngons don't create any visible distortion since the surface is flat,totally not ok in this case. Also,quoting my last…
(LOT!!!!!!) less polygons, more focus on shape srsly also, good luck *snickers* edit: what I mean is, you prolly have to start from the begining with the head. because, that is just way too many polygons for sombody at your level to work with to try to get a good looking result. less polygons will help you shape your…
By smart materials, I meant materials, that can do things automatically, or partly automatically. Like one that can give your car rust on some places. Or one that can give scratches based on a curvature map or something...Or one that you can use to vertex-paint some details. Anyways, I think that Fiat can be done from 100k…
This is a HUGE time saver (made for 501 still testing on 801), it's and ALL in One tool Big thanks to Peter Respondek for this tool :thumbup: T-Junction Repair [ame=" https://www.youtube.com/watch?v=q31owii2DW4"]Remove T-Junctions - Modo Script - YouTube[/ame] Merge Polygons…
Squares in characters are bad. Squares are hard, 90 degree angles, found in machines and architecture. The body is soft, bend, it stretchs and contracts. The muscles flow into one another. Burn your ruler! Bin that 90 degree angle! Love the S curve! Oh, and there are way too many polygons in the hands compared to the rest…
You can't really lock the colour per say, but you can lock the translations. As a workaround you can set a vertex colour key so if you accidentally paint over it just move the time slider back to zero and your colours will return. Here is the tutorial. Before beginning, make sure the object has some construction history.…