2016 is a bag of shit so that's not a bad shout.. I suspect this is down to poor handling of the mesh if it's not a consistent problem though Personally I'd bring the original source data back in so I could be sure nobody broke it
damn you moose! DAMN YOU! pior... no words can describe.... only this...... <3 i want one. like... really, really bad. yeah... set a deadline... take orders, then make a second run when the funds are in.
nice one pior! I've been thinking about using this technique as a base for concepts too, so I thought I'd give it a go with some similarly abstract shapes. Goin slowly at the mo, what with christmas/new year and all. I skipped the 3d strokes step in this one, which turned out to be a bad idea
This is not a bad start. However, it's hard to review your model without knowing which reference you used or what style you're going for. This looks more stylized, due to the lack of realism. The texturing is a little lacking on the base of the car, but I like the dirt on the seats. There's no axle connecting the wheels,…
@dimwalker , @DustyShinigami : "Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?" Of course I won't blame you for asking a question, but this kind of "what's the harm" stance…
Hey! Welcome to The Polygon Vault ! This is my little space to explore retro-style 3D modeling — low poly trees, chunky textures, and that good old-school vibe from the PS1 era. I build everything from scratch in Blender, then bring it to life in Unreal Engine with a bit of that pixel-flavored aesthetic. If you're into…
Sadly your going to have to use the split polygon tool though its not that bad though from what I remember they improved the split polygon tool a tonne in 2012.
Yeah my bad on that. My mindset is still kind of stuck on Zbrush as being kind of an adjunct 3d tool, like Mudbox, or Topogun, or whatever. But it's grown a lot over time.
I could really use some help here please. For some reason in Max2017, In the orthographic viewports I lose visibility of aspects of my mesh when I'm in sub selection mode. When I select the 'whole' mesh, the wires are white and I can see just fine. But as soon as I try to adjust verts / edges / faces, the wires almost…
Thanks @BIGTIMEMASTER yea Im going to try to add some cards to the eyebrow because they feel pretty flat. Maybe a new bake with more resolution allocated to the eyebrow the angles are pretty bad arent they.. Ill see if I can smooth some areas out. I was definitely too stingy with my polycount. Thanks for checking this post…