Hi guys, I have a question about a topic I know there are a lot of threads about, but after some time of searching I'm still confused about what would be the most optimized form of disposing the topology in a flat surface for a low poly that's not going to be deformed. Most of the discussions I've found treat this only for…
@dimwalker thanks for the reply And do I separate the highpoly in corresponding places? Regarding mouth area.I probably seen no one (various tutorials) sculpting a realistic character with the mouth even sligttly open, yet they show great result with no baking errors. Also, all the head sculpts on Artstation - lips are…
There's lots of smaller errors related to muscles flowing between forms. For example, the deltoid muscle always has a triangular shape as it connects between the bicep and tricep. Body builders tend to overdo it on these muscles, making them appear boxy, but it should still be there. It should also flow with the pectoral,…
Well that's looking fantastic already ! I feel like the availability of such a tool (as opposed to having to do the split-and-spread operation by hand, which is straightforward but tedious and error-prone) might be a good incentive for some artists to embrace this workflow.
You can use it when you put the script in a .mel file in your maya\2024\prefs\scripts directory. And you can launch it with the Mel command: switchCam 1 The error I am getting: // Warning: float $minAngle = `angle $wupv <<1,0,0>>`; // Warning: Line 118.45 : Redeclaration of variable "$minAngle" shadows previous declaration…
Or better yet, if easier to do in python (tho I haven't figured out how to translate sets -e -forceElement initialShadingGroup into python yet..) import maya.cmds as cmds import maya.mel as mel cmds.select("*hg*"); models = cmds.ls(sl=True) for m in models: cmds.polySoftEdge( a=180 ); cmds.delete(all=True, ch=True);…