this might not be everyones cup of tea.. but i am a character guy through and through and have been doing highpoly models for 9 years now.. and i HATE doing technical stuff.. so i sat down and developed some scripts and i had lots of help from mojo getting this stuff to really work.. and its not finished yet.. but its at a…
KDR yes, it's just vertex movements, so going nuts on it wouldn't really work hmm. Sounds scary, i hate it when stuff breaks... symmetry, vertex order... Per, with your backround you should look into scripting modo, you can do so much. Seneca from id keeps cranking out incredibly usefull scripts that are real time savers.…
i'm watching ugly meshes for subdiv models, imho. The Subdiv mesh should be "quad only" an not with tris or n-gons, if not.. you are not making a clean mesh. Practice is better than scripts. Okkun check Polygon Cruncher for Max and Lw.
That seems really handy. I tend to go the same way most of the time, ala modelling a tech object as if it was a 'mediumpoly' one and add the chanfers afterwards. And then EdgeSlide from CSpolytools is a great help for detail control once you are at this step. One kickass thing to your already nice scriptset would be the…
sorry John_Warner if i offended you.. i have removed the avatar so i wouldnt offend you or anyone else... i thought is was a good composition and the way the exit wound frames the shot of the people in front seat.. it was pretty clever and a neet way to pull a composition together.. i had no idea people would associate it…
Thanks for the post and the scrips Arsh. Personally I think it's whatever an artist prefers, and can work with quickly. There isn't a "right" or "better" way that's universally true for everyone. Each software package, and person, works differently. All that matters is the end result and the time it took to get it.
Modo + Lightwave will probaly happen, just like the ol Messiah , before it spread its wings of course. Anyways insta mesh smooth + messing with origional control mesh is very possible in XSI too just to let you guys know its damn simialar. Plus you get all the goodies like hard edges etc in real-time . I never really got…
Well, modo doesn't have any animation yet... No idea if they will go the LW path, it seems more tho that everything would be integrated into the main app, then you'd just make your own UI with the elements you want or pick a defined one, like a modeling or UV UI now. I hope they go that path anyway. I wouldn't want to have…
SF: Morphmaps are vertex movements for animation, right? The modifier stack is something completely different. Basically it stores the mesh as a series of functions that take the result from the previous function and give their result to the next in line. Some modifiers are user controllable, stuff like "edit poly", "UV…
yeah, more faster , try it and you say me hehe but of course Modo is the faster way for modelling now. Its philosophy does not convince me at all. All hi-poly modeller should try it. here's a screen capture showing a model, i work only with the isoline mode because i have hidden the cage.