I have been struggling with Mudbox 2012 for the past 30 minutes.I am sculpting the eyes of my character and I decrease the brush size to like 1.62,the damn brush won't sculpt. and won't work when the camera is up close. I even tried reducing the near clip plane to 0.001(my model becomes transperent).Its still not working.…
alright, you really don't want to hear it and you probably won't take the advice, but uncle gauss wants the best for you, not to be your friend. here's a quick and dirty for you, 80% full size. BULLET POINTS FOR FASTER INFO-ENRICHMENT: - ditch any and all handwritten stuff on the site, unify the fonts. handwritten never…
I'm doing an arch viz walkthrough type of project, and I've modeled things to accurate sizes, ie doorways of 2040 x 820mm and ceiling heights of 2700mm. When I place the building in the level though, it feels really small with the default character. I tried different settings for the FOV (from 140 to 40 degrees) and…
You can reduce the shells to fit inside the box without losing any texture quality. The frame signifies the area which would be rendered if you do a render to texture/render UV wires. You would choose the size of your texture in your chosen texture software. If you plan on doing a render to texture with your chosen UV…
When i first started out i used to put a reference image of the prop that i wanted to model, load it into Maya and trace the overall shape on top of it. Nowadays i don't do this anymore, i simply use PureRef to store all my reference images, i place it on the side of the screen and i model while looking at the image, it is…
Hey thanks ! I'll definitely try that. - - - - - Here are more details : it looks like my main issue isn't so much the OpenGL canvas crashing fully (= becoming greyed out in options), but rather, it failing per-document. I can now reproduce the behavior consistently by looping through the various full-screen display modes…
Hey guys, I'm trying to make a laser in cascade using a sine wave I can animate over its life time. This is what i've got so far. https://www.youtube.com/watch?v=rRUmc2PmiJc Getting the wave to animate inside of the material editor wasn't horribly difficult. but now I"m trying to make it so that I can animate the…
Nice start. Im not familiar with the game but a few things stand out in the third image of the full figure. The face looks very small in proportion. The hands and feet are quite large and the knee and lower leg area are too broad. The feet look displaced to the outside of the leg and in the side view there is no room for…
Technically MentalRay should ignore the low poly mesh but it doesn't so you have to hide it. Oh the low poly go down to the element level, hide all and then bake. That always works for me. I've seen some people suggest selecting the low poly, right click and go object properties, then turn off renderable on the right side…
I think the major problem is the size of the skull vs. the size and placement of features. The jaw feels very wide and the chin should be brought down...etc It also feels as if the whole head is on the same plane (like a ball shape) when in reality, the features of the face are on a less wider plane than the skull, the…