Excuse the crudity of the image below Here we are focusing on Translating the ball on one Axis only The x-axis Do you see the difference between the two balls? -The top ball is traveling at a constant speed. The bottom ball isn't. Focusing on the bottom Ball: Notice when the curves[green] are modified by the tangent[red],…
So, i'm starting at 3D modelling and i have some questions about low poly stuff. 1. I wanted to make a medieval table with separate planks, like on the image bellow: I really want these beveled edges on both top and bottom part, and i tried to get the same effect baking a high poly mesh onto the low poly mesh. But it…
I've been working on something cool! :) Here's a teaser. It's a long way from being done.. but the (slow) progress is as good as any. Can't wait to show more. (I can sculpt cloth now, lol)
Poly Flow is a set of script designed to help the modeler with the everyday boring task of rearranging edges. It makes predictable changes to the topology giving you want you want. Learn more here. [ame]http://www.youtube.com/watch?v=W_dLr9spAqo[/ame] [ame] http://www.youtube.com/watch?v=JtdADPd1Ook[/ame]…
The sand blending is looking great! Crits: 1) The mountains in the back should be more detailed and should help frame the composition of the shots. 2) Notice these foreground framing objects, these really help with composition, and they're so simple... 3) Notice the action line from the roof drops your eye right on a…
I got a moodboard started up for my new concept. I start off with a moodboard for inspiration and some reference actually. It helps me zone in on aspects I want. Instead of being influenced by anything else google has to offer. -eg so many cat photos with a face full of snow. Afterwards I get down to designing, I'll get…
I usually use a torus primitive to get the result that I need and it works well enough. It isn't really an issue of being able to make the shape, it is more of an issue of slow and clunky work flow. If that makes any sense.
More progress, Slowed things down a bit, gave him a better landing and made his antic more feline-like. I'll probably show-case the run cycle I finished later: https://vimeo.com/253003696
So I exported my textures from substance painter and put into marmoset and my UV seams are showing, I've never had this issue before using other applications.
HeadUvsLayout has a really handy tool to show the edge bleeding (pixel based) for each uv shell. Do you know any script to have this in Maya. Thanks in advanced. :)