I think you could be working on features in isolation, rather than holistically. And this makes things much more difficult. Similar to trying to sculpt in high-res without refining low, and increasing gradually. I would suggest starting with a low mesh, and complete all the loops, before adding complexity.
As i said: none of them contains those old SDF nodes. They have new one SDF which are complitely different thing. FTP with old builds no longer contains any alpha versions at all.
How can i create chan from yandere simulator? And how can i model humans at all? I remember someone send me tutorial but i lost it. It was a picture tutorial, step by step. Help me please.
Here is a short explanation on what I need it all to do: Let us start with the Light blue drawings: This area, is suposed to hold the ligament (Orange parts) in place, so if I move the femur bone (theigh bone) it - as seen with the dark and lights green drawings stays in place where the light bue lines are, but the rest…
Hey everyone! :) Some awesome work all around and I love seeing the kind words and feedback coming from many different people over the course of the challenge. You all did fantastic and I hope that those still working on their pieces will keep pushing to reach the finish line with them. As the month of May has kicked off…
A non destructive boolean & modifier technique is certainly well proven for rapid iterative hard surface workflows so yeah what I'd personally recommend. To better illustrate my point, here's a walkthrough authored by Frank Polygon alongside an all quad Subdivision and Mixed topology method also moar good stuff can be…
Look into neox's and dimwalkers suggestions. With a bit of finessing you should be able to fix overlaps. Edit:Rejoice! It looks like you can pin verts with unwrap pro after all =) https://polycount.com/discussion/235489/uv-straightening-and-its-perks-on-lod-generation
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
This has been a WIP I have been hacking away at during some free time any and all critiques are appreciated, I 2nd guess my pieces a lot. I think I'm looking for a critique on how to make my final shot more dynamic or interesting, I always struggle with this part. If anyone has references I can look at or artist work you…
As I mentioned before, projects game ready like this https://www.artstation.com/artwork/B34gJ9 " Make me think that the whole model is clearly high resolution, because all the angles of the model are hi-res. Anyway, I will try to optimize the UV by reducing the secondary shells and overlap the mirror ones, but I'm a…