This thread is awesome! I've skimmed all the entire 283 pages myself. There's so much gold! And it's great to find some really low poly stuff that is hard to find somewhere-else, as low-poly means everything today (I bet the next Break it Ralph movie will be considered low-poly in two years.) Here's a recent work of mine.…
The difference between the video I posted and the one u posted is that I can animate in SFM while I cannot animate in UE3.I need to animate in an external package like 3dmax and Maya.The advantage of animating in a realtime engine says a lot. That doesn't mean I don't like udk.udk is cool but think of how much better it…
As i said, poopipe, i am not a skinning expert. i thank you VERY MUCH for mentioned Skin Morph modifier: i didnt know about it, read 3dsmax help about, went search some tutorial and found this modifier is great!Didnt know 3dsmax has this tool (i really missed it for a long time): thanks. For those ones dont are…
3dsmax? Maya? XSI? Modo? Silo? I use 3dsmax for the most part but I'll try to fire off some generic answers... 1) Unwrapping: - For organic shapes, I normally apply a planar map, then select some faces, and detach a chunk. Select an edge or edge loop, break it and relax the piece. Sometimes I'll convert the edge selection…