Hello everyone! I'm currently working on a female character with the tiny amount of free time that I have and I've run into a small issue that I'm hoping someone can help me solve. As I rotate the model I notice some very strange grooves and bumps in my characters breasts that I can't seem to smooth out with the normal…
Hey guys - I was testing out MayaLT to see how it behaves for Dota2 asset creation and noticed that one of the default options of the program might cause an issue. Basically the 2013 release of Maya introduced 3 new options for mesh smoothing calculations (some of them are actually very cool in specific scenarios), with…
Heya, I'm working on the Environment Artist test that Splash Damage put on their website recently. It's mostly to test myself and hopefully get some feedback from them with this. Here are some rough build ups to start with. For the moment I have one question, besides some possible feedback and tips, about what you'll see…
I have a few questions for game modeling processes that I just never could clarify, partially because I've heard different things for each question from different tutorials. 1) I've heard from different people and different tutorials that when modeling for games you put your low poly mesh on the outside, conferencing the…
I took a look. You simply don't have enough resolution in the texture to support the detail. If you examine your UVs you'll see that this part is only using a small fraction of the UV map. At a 1k texture resolution, there are simply too few pixels to get a smooth transition across UV seams. The solution in this case is to…
As always, there's an ideal form and then there's real world. And real world is a b*tch! Here's the point: usually you don't just cut your model's edges into tens of vertices to get a smooth curve. You place some key vertices (like in a bezier curve), some creasing (to keep certain edges sharp), and then you hit the…
Its sort of a complex problem. It depends on a few things. Some apps it is essential, by default in max if you render with an un-triangulated mesh, you will get lots of smoothing errors as max randomly sets your invisible edges for you(regardless of any invisible edge tweaking you do, it will set them as it sees fit). From…
Lots of examples and some good advice in this thread. There's a few different topology layouts that can work well for this kind of shape and a lot of different ways to approach the modeling part of the process. If the project requires subdivision modeling and the goal is to have sharp corners, while also using the minimum…
So Ive bee working on some stuff and have run into some issues. The biggest being that the export doesnt seem to work right. When Im in 3do and finally have what I like, I hit the export button in the top left corner (is there a different to export that Im not seeing?) and get an export dialogue. When I enter in what I…
My best guess is simply because that detail is one smoothing group along with the rest of the spoon, and has a bit of a harsh angle change. If you take a look at your baked map, you'll likely see a lot of drastic gradients in that area of the normal map, and because of your low poly being smoothed like that, the normal map…