ANSWER: It wasn't all one polygroup. The model needs to be all one polygroup. ZBrush Question! Help please! Why do parts of the character's face not scale down (move or rotate too) when I attempt to scale the model down? The entire character is considered 1 Subtool.
Hey, so you do not model in triangles (models get triangulated in game engine on import or you can do it manually but never model in triangles) for characters you need to study anatomy and topology flow on areas that gets animated. Example face: notice how lips and eyes area have circular flow as these get deformed.
https://www.youtube.com/user/per127/videos Are you making just a belt, or will the belt go on a character? If on a character, you don't need to worry about the holes, the pants or whatever will show up behind the holes, which are too small to be modeled into the lowpoly. Let the normal map do its job.
Hey there folks! I am looking for new ways or approaches to model a 3D cartoon character! I know this is pretty relative but generally, there are some useful solutions to get proper deformations and topology! The aim is a pretty standard 3D cartoon character! Please share with me whatever could be helpful! Thanks in…
I'll recommend the wiki, for moar relevant info: http://wiki.polycount.com/wiki/SkankerzeroModularCharacterSystem http://wiki.polycount.com/wiki/Character
@99499 If the shoes are an important part of the character that the players will interact with and view up close then it probably makes sense to model them as separate objects and rig them to match the rest of the character. A lot will depend on what the shoes are supposed to do and what the rest of the workflow looks…
Floating geometry might also be the answer. http://www.iddevnet.com/quake4/ArtReference_CreatingModels (see the screenshots at the end of the "Modeling Your Character" section)