You can change vertex size in Blender by scrolling down in the Themes > 3D Viewport menu in Preferences. The default is 3 pixels, which feels very close to the tiny object origin in size. I doubled that value to 6, which is closer to Modo's default vertex size and also makes it easier to select vertices.
Any Max users out there might want to take a look at my new plugin, which allows two intersecting meshes to be pressed against one another so that their respective vertices do not overlap. (In simpler terms, it squishes them against each other.) The free version of ImpressObjects can be downloaded here:…
cool character i'd also recommend starting with a simple low poly base mesh. this way you can stay focused on the most impactful decisions first - proportions, shape, silhouette. It is more efficient to nudge a couple vertices that affect the silhouette compared to sculpting on virtual clay. give it a shot, you might find…
While modern engines can handle a 9k weapon, you should still work to optimize things. I'd estimate that you could probably cut it down to 6k without losing any quality. The sight has several obvious major optimizations - you have close to 100 polygons on each side of the transparent part, most of which aren't contributing…
The cobwebs seem rather excessive now. Remember that less is often more effective. Banishing them to the corner, reaching one of the rear wheels, might look better. Remember that cobwebs are dust magnets; they might look better in a dingy tan/grey mixture. The curtain texture feels rather unfocused, and out-of-scale;…
Here's a little more information about a typical JoyRide scene. * Rendering Stats* 720p @ 4xMSAA * ~2.5 thousand draw calls per frame * ~8 million indices per frame * ~2.5 million transformed vertices per frame * Mostly Pixel Shader ALU bound * Rendering Stats (4 Player)* Sub 720p @ 4xMSAA * ~5 thousand draw calls per…
SLIVIZ said: "I have no subdivisions on the model so I used the zrmesher method to create a low poly version of my model. I then created a UV map of the low poly subtool of my model, copied and pasted it into the high poly subtool and hit morph UV to check it. The uv map lost all its shape and was basically a mess."…
Thanks for the reply. The outliner is full of crap because I deleted all objects in my scene but the troubled object (leaving a bunch of trash I guess, sorry about that). Also thank you for taking the time to DL the scene and have a look at it. I've just learned a lot the past few hours that I'm excited to share (although…
Noticed something weird with the cage in Max (or maybe its a feature?). I had made an inset in the faces in the model in the image i posted two posts before this one to capture all the floating geo you see. It worked great the first time i tried to render and i thought i'd never have to revisit that situation again however…
Hey so I know you want to keep moving forward doing characters and you can certainly get better doing so however keep in mind that it will take you a lot longer since you won't be focusing on anatomy as much as you would be if that's all you concentrated on improving. I went ahead and did a paint over on your face because…