holy shit i think i just figured something out... The Alt Button all by itself highlights the fuckign Edit menu up top! So you hit alt, it moves function to the Edit menu and then you have trouble zooming etc.. so you have to click back to viewport to get it back. *shrug* i guess its alwasy been there!? It seems to do this…
Fun to see the other responses. I realized after posting this I should have mentioned WHAT I was modeling that patches were so useful for. I'm making cartoonish clothing, shoes last night. This all has started from one or a couple of splines, caged then some patches detatched/copied and altered via extrudes or bevels and…
Well, I think the vertex normal changes because it now has an extra edge (or two, or more) connected to it, so that changes how it averages the normal. Since Maya always calculates it's own triangulation if there is no "visible" edge, you will never be able to make sure a quad-based mesh is the same between Max and Maya…
What i see on the texture right now, is a terrible clash between subdued (the green and brown) colours, and that bright green visor. You should choose between those two, and either do everything with bright colours, or rework the visor. Because the visor is so fluorescent, the rest of him now looks flat. I actually quite…
Hello, Long time around but first time posting. I've finally uploaded some video tutorials on Character Creation for videogames. Its more of a overall overview of the process but its geared towards production. It was made over a year ago so some tools have been updated (mostly Zbrush) but the principles should still apply.…
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
Steam says: Modo indie 11.2v3 is now available! MODO indie - modomation We are pleased to announce that the long-awaited update to Modo indie is here! The Modo 11 Series has delivered value across several key areas: * Significantly enhanced workflows for both direct and procedural modeling, MeshFusion advanced Booleans,…
OpenSubdiv in theory looks like a good idea, since it seems to support portability. However we’ve found it has two big drawbacks. Viewport performance is slower on dense meshes, and creases don’t survive well during modeling/editing/exporting. Sometimes in a team workflow, an asset will be edited by more than one person.
(my computer bluescreened while writing the last response) Hey guys, thanks for the replies and feedback! :) Mazz, I'm not gonna bother with those kind of details, whatever is possible or not and I will probably leave that part as it is. I did however want a fat guy crushing the apple when I first thought of this project,…