Ok, I took a look at your file. The shading issue can be fixed in a few steps: 1. Select the mesh layer that your character is on. 2. Go to the Shader Tree Tab and under the Render Node Delete the "01 - Default (Material)" Node. I think this material is created when importing via FBX from another app. Modo is probably…
1. Go to 'System>Preferences...>Input>Selection' and check 'Allow Partial Polygon Selection' 2, This one is tricky. There is no need to drop a tool if you will use other tools after. Like, select polygons>move with W, B for Bevel and R to scale. Also, you can press and hold W (or any other hotkey) and tool will only active…
Instancer lets you select one or more polygon meshes which you connect to a partileShape (if I'm not mistaking). You can then have the meshes controlled in any manner you can control particles. The smaller shards are 3 or 4 different chunks which are controlled by dynamic fields.[ame=…
No problem :D Yeah, you never want Maya to smooth your mesh normals out completely. Sure, most game models are all smooth normals ... but on the off chance you actually want a hard edge you will want that option off. I just make sure my mesh's normals are smoothed before I export. Tangents and Binormals are a Normal's…
I think the biggest benefit you could get from Decimation Master is to take a 5million + polygon model, and crunch it down to something more manageable so that you wont have to try importing a 1GB+ obj into an external program like xnormal or max. You'd still have all the surface detail needed to do the bake. Aside from…
Haha guys no need to get all worked up on this :P Soul is right, mine was a rush job, some wonky things in there, and my pose was crap! Also both Arsh and myself submitted something with a polygon count close to FPS titles - which Diablo is not. There was no strict polygon limit given, the 5000 number was just a guideline…
Yeah, 524 tris for a steel I-Beam is just way too many for a game asset. With good maps any heavily rectangular and mechanical piece like this will do just fine with far fewer polygons. Oh, and telling us separate numbers for polygons and tris isn't necessary - we can do simple math to divide or multiply by two. ;P And…
Tracing is copying just done by hand. There's nothing wrong with using it as a reference and painting your own interpretation. We can tell the difference between the two, and if you're going to do our art you had better do it right. Otherwise, you're just blowing your chance. You can go a little crazy with your polygons as…
perhaps a suggestion to make the workflow easier and to have a cleaner mesh (it is not right now): - break it up into parts - like the doors, the hood, ect. just like you modeled the wheels seperate (you wouldn´t do that from the car mesh now woudn´t you?) - now what that changes is that you dont have to redicoulus cuts…
High res versions on gametrailers btw. I did get the same vibe of familiarity that poop did, but I don't think that that necessarily stems from video games. The fallen statue of liberty in Planet of the apes being a *classic* example of what has been done many times and repeated here with the depiction of the Washington…