Hard Mesh is the only plug_in for this kind of workflow on maya. It does exactly the same as mesh fusion on modo. the other scripts you are talking about use the standard maya booleans in a more streamlined way. When I tried the plug-in in its first version, I was really disapointed. It was slow and failed to perform…
Here's the next thing I've worked on. I've also streamlined a part of the process if going to ZBC from Maya by writing a script that exports all the selected geo as individual .objs. It's much faster to hit import a bunch of times than to try to separate all the parts inside ZBC. I can share that as well if anyone is…
Thanks man. This is rendered from Zbrush PBR with the render passes comped in Photoshop. The material is just called "Basic Material" if i remember, but I played around with the material settings a bunch. I need a more streamlined approach to presenting out of Zbrush. I can't quite get that "clay" look for models with any…
i've been using a (modified) version of that script for years, it still works fine in 2018 its a c# script so make sure you save it as so - a .cs filename, not unity/javascript which is .js .Also make sure the script is called the same as that defined in public class "EditorObjExporter" any specific compile errors will…
It's a diary/image sharing kind of site, basically a blog, which has been streamlined for the artist/mobile crowd. It's also kinda like facebook, since you can 'reshare' an image or piece of text from the person who created said stuff. Problem is, for the all the streamlined layout it has: a) It's very clunky to use as a…
I'm digging your progress from the first model, the silhouette looks better already. I would keep pushing the sea theme, look at some fishy references, or sharks if you want to be more predatory. I think your character could benefit from some fins and more streamlining details to help him speed through the water, just look…
Alright, I did a quick video on this. This is the process I use, and I run into overlapping faces this time, but also strange loops. I could delete the overlapping parts but I need to learn how not to create them... I have noticed there was something wrong at 2:00 minutes, although I don't get it.…
I think the point he was making since his topic is about effective portfolios is, if you're not good with one aspect of modelling don't risk rejection by mixing it with stuff you're not good at. You can see this from new grads of so-so "game design" schools, a lot of them jam their stuff without being aware of streamlining…
As far as 3D apps go I reckon your best bet is Blender3D. I grew up on 3DSMax and its a lovely program but Blender is free, downloads in the blink of an eye and its community keeps it up to date. Like Maya you only activate features you are using, so its startup is very streamlined. There are loads of tutorials and a great…
Shoulders are a tricky beast and they make a lot of trouble for almost everyone, so don't get discouraged or think you're alone. Without seeing the rig or the problems, here are some general tips to help you get the most out of the least rigging possible. Rig in a T-Pose, so your arms are easy to work on, if you are…