It works if you cap it first. Edit: So what i thought was actually true. Once you collapse vertices the original center of the circle is lost. The center calculated from all vertices at least. How do you construct a cicle without knowing the correct centerpoint? Some testing code: ( --If there is anything selected? local…
*****SPOILERS AHEAD**** *****SPOILERS AHEAD**** *****SPOILERS AHEAD**** *****SPOILERS AHEAD**** *****SPOILERS AHEAD**** *****SPOILERS AHEAD**** i liked saw, but saw 2 IMO kinda sucked. the characters were downright annoying the crap out of me... especially the drugdealer guy who was simlpy playing the role of a brainless…
cool man.. you probably know way more than me about maxscript.. but i have been using the select non quad script that comes in the maxscript reference.. is yours better?? here is the one in the reference.. <font class="small">Code:</font><hr /><pre>macroscript SelectNonQuadPolys category:"HowTo" ( on isEnabled return (…
You should try explaining this statement to the 80-90% of verteran artists on these boards that use this method then =P You want the end result to be as close to your high resolution mesh as posible, so you do this first(well, after a simple block out) and match your lowres to the high. Its pretty simple really, what if…
With the body done, I wanted to get started on the clothes! I've made a really rough blockout in ZBrush, and then moved over to Marvelous Designer very quickly. If you're not familiar with MD - it emulates real life sewing, and the workflow revolves around making pieces of flat cloth on a 2D display, and then stitching…
This is a comment that was sent to me this morning and seemed to be a good detail for us to remember... especially those of us, myself included, that would probably work in a windowless office if we could. Perhaps its not such a good idea.. "I have seen this at dozens of studios and the games are characteristically…
Hey there ! Thank you very much ! Yes, I saw that at the end, I have a tendency to still being lowpoly on my props even when it's close but you're right, I should have put more polys ^^
figured out the issue this is mine i do not have access to fusion.: new render soon, might share the process though its not really a mystery. this was fun but very annoying, at the same time :) . https://www.artstation.com/artwork/NqwYON rendering issue on my end, using perspective made it work... shaking my head i spent…
Get to know your polygon selection tools. In the UVW Unwrap modifier panel, there are some options to control viewport selections. Ignore Backfacing is a good one to use in your example. http://help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D You can also use Element selection to…
Hmmm... I thought about the more angular part at the end of the barrel, but I decided initially that I wouldn't, after seeing this image: I thought that the end angular part was removable, as part of the prongs... However seeing as TF2 is rather based around silhouettes, I think it probably would be worth redoing the end…