$599 bought the comp im using now, $15 for a craigslist 20", and ~10 mil normal poligons in zbrush and still having photoshop and maya open. bought at frys:)
just delete poligons from one side? after unfolding and proper layout, bake that all.. and after duplicate this part and transfer along the axis? (and merge the points again) that is the algorithm?
Pior is AWSOM what You do with poligons, cant wait to see more. I like previous version of face, I think sharpen edges was more interesting, but is only my opinion :)
Not sure why you have done hard low poly optimization but using UDIM. If its a movie asset you can use way more polygons and get rid of those shading artifacts. For games UDIMs are still not very common workflow. It looks like you have not split smoothing groups where you have UV splits on hard edges like trigger area…
Re: tools most tools are by default click to activate. You can change tools to auto-activate though, so simply selecting the tool will make it active. This can be done from the tool pipeline, which by default layout is on the right hand side under the "lists" tab. That's also a good way to check what tools / constraints…
You dont really need to do the split on the top side. Just outline the circumference of the top side and of the bottom side with seams, and unwrap that. I havent looked too much into the new Peel tools so I dont know if this was done by AutoPeel, but it looks like that's what happened here. Some manual placement may be…
An M2000 only has 4GB of VRAM (mid-range cards these days start at 6-8GB) and a paltry 768 CUDA cores (compared to 2,176 on a mid-range Geforce 2060 Super). That's not even mentioning the complete lack of any raytracing hardware on the M2000. So yea, by modern standards it's not a very good card. Both the Geforce and…
3d wrap methods like Zwrap or Wrap3 are good methods to do a quick work with human characters, but you already need to have a good 3d model with a good topology. You can't use a simple basemesh but a complex one, because this method needs polygonal detail and different 3d models with different topologies for wrapping. The…
You can texture one set entirely, then put all the layers into a single folder and copy-paste that into the other texture sets. Depending on how you laid out your UV's, you may need to rotate some of the fill layers. It would make sense then to make sure all wooden boards have their UV's running in the same direction. You…
In the third image there, you have what is called nonmanifold geometry, which should be avoided. Edges should only ever share 2 polygons. If there is a circumstance that would require more, you should separate the extra bits into it's own element. The edges you have underneath the container are welded to vertices in the…