I would probably cut off the biped hands and use custom bones. The pivots for biped hands are incredibly hard to place in an exact place and orientation because changes up the arm, effect the hand placement, there isn't a "bone edit mode" for biped like there is for standard bones and CAT. To position a biped hand you have…
Dynamesh is basically a cheap imitation of the voxel functionality in 3dcoat. While it's better than nothing it still falls far short of the fucntionality found in 3dcoat and probably sculptris (only played around in it for 5 mins) Dynamesh requires active management and has artifacting issues, like baking the stretching…
New version up, same link as before. I've fixed the issues with mad scaling when you've got mirrored/welded parts... it was actually a pretty easy fix and partially an oversight on my part. The script now works perfectly on the majority of the objects in your test scene (and everything I threw at it myself). ...then I ran…
You're headed in the right direction. You're hitting some walls, but that's to be expected. Don't give up. You're going to keep hitting them, so come to terms with it. Learn to enjoy the little spurts of learning and small advances. And expect to hit more walls, that's how learning works! First, don't use the same base for…
Ultimately, the output is to a normal map so Substance Painter has deprecated a lot of the work I once would have done using floaters and Zbrush sculpting. It really is a matter of a 'per-aseet' basis. The Zbrush sculpting pass can be entirely skipped to great benefit if the same work can be done in SP. Adding your normal…
Hey there everyone! So I am back with a small update. Back at the beginning of this project, when it was just me building the Millennium Falcon, several people were curious as to how I was going to approach texturing this monster. Well About a week ago I started that daunting task. ( the thought of texturing this thing has…
The actual fix to this problem isn't using a special program. It is planning your modelling workflow correctly. Definitely do NOT use tools designed for characters on hard surface assets. Any quad draw program will be a poor way to make a hard surface mesh over good ole polymodelling. Doing hard surface in Zbrush costs…
Hello! Facing a really terrible problem here, solution of which i cant find. The problem is, as its said in the title, is that 3ds max suddenly started to distort UVs along edges. This has not been occurring in 2016 version. Here is how I get this effect. I am texturing a wing for a helicopter…
So I started this project with intention to level up my hard surface modeling and texturing skills. First I watched Professional Tips for Modeling Complex Shapes from Pluralsight, and followed workflow from that tutorial. Here are some shots of beveled base/lowpoly mesh and smooth mesh previews of finished high poly model.…
Sup fellas. My questions pertain more to general workflow as I'm still a beginner but I'm interested in your opinions. I have a base robot character created in Max, as you can see here. He's made up of many separate objects, so when I unwrapped him I could have the maximum focus on detail and uv space, unwrapping each part…