I've been struggling past couple days on achieving this velvet fold look, experimenting on Zbrush with dynamic simulation+cloth brushes. The closest I got was manually sculpting folds with the fold brush then smoothing the result but it leaves a lot to be desired. I heard Marvelous Designer would be great at simulating…
oh right! so that big metal piece in the center is what I am aiming at. Im going stylized so I am ignoring the bolts that are in between each cylinder.
Forgive me. This is my progress it's stylized and its a little warped and cartoonist. Similar. There are a lot of different selectors. What i have. 3 is for Smooth Preview (Maya) & W is for Wireframe.
@sacboi, it looked fine, but I wanted the bevels to be more in line with the left side. Here's what I ended up going with. It's going to be stylized, so I'm not copying verbatim. @Jousef cheers for the inspiration!
Howdy guys! Currently working on modeling a stylized hand in Maya, and I ran into a bit of a hitch here at the side of the knuckle. As you can see there's some pinching along the sides. Can someone throw me in the right direction? Thanks in advance! guys!
try to figure out how i would best model the hand-guard piece of this. been looking at it for a while with no clue. i dont care so much about the details since i will be stylizing it a bit but im having trouble with the overall shape.
@noface789 Yeah no worries, I was actually working on some stylized hair myself. What I do now is to create a super quick basemesh instead of that sphere in the video, that is closer to the shape of the hair I am going for. Next up just draw a bunch of splines on it, this is helpful as it will allow you to quickly…
Hi I need some help with this grass on the roof, I am learning how to do more stylized modeling and I can't quite wrap my head around how to model this cleanly. Here's what I've tried so far I know I can replace the tufts with 2 planes but the base of the grass is what I can't decide on. and here's the thread of my WIP for…
@Doguib7 The scope of your question is a bit large for this thread. Anyway, I would start with the elongated mesh and topology, and shrink it back to the normal nose shape, squeezing the loops as evenly as possible. I don't have a great suggestion on UVs and stretching, how much of an issue is the stretching here? Will…
Hey guys, sorry if this is the wrong place to ask but I'm trying to figure out using gras/leaf cards. I'm reading Berker Siino's breakdown here: https://80.lv/articles/unreal-engine-4-stylized-rendering-workflow/ From my understanding it's rendering planes onto a sheet to use as textures, and you uv cards onto the right…