I made this model of a character and now I want to animate him. What kind of wireframe(is that what's its called?) should it have? So that I can animate him nicely. And do you guys have any tips or tricks when making low poly animatable model?
Hey this is my first attempt at a 3d model for gaming and my first post on this forum. I'm Looking for some quick feedback. I forgot to do a render of the wireframe but I'll include that later in the final inmage renderings. ANY comments and critiques are greatly appreciated. Thanks.
Does anyone know how to make a solid filled "alpha" of your uvs in maya? The UVSnapshot doesnt help much since its just wireframe and id like to make a selection map similar to rendering a solid uvw template in max or using textools to create a blocking map.
Recently I came accross few Final Fantasy XI models. When I check the wireframe, it's all build up with triangles. I am quite confused. Since I see most of the 3D modeler here build models with quad, what's the deal with triangles? Are they neccessary for game model?
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Would be nice to see a wireframe. I think the texturing of the face needs a lot of work. Right now I'm getting PS2 or 3 generation vibes. I can't give crit though, I've never textured a character.
Right, so these are exactly like one would expect - good old images that are meant to be applied to a UVed sphere. So from there, it makes sense that display of these for VR would use precisely that. I don't think it's the upload itself that breaks ; it would be more simple to assume that the difference between players is…
I'd say I have to agree with what has been said. I like the work but I think it would be more helpful to other artists/employers to be able to see wireframes and at least a few texture maps as well.
The blocks are bits that haven't projected properly. adjust your projection distance (Dist). the small pinches is hard to say, but looks like its topological, maybe post your original mesh and your remeshed mesh with wireframe enabled.
Does anyone notice a different behavior on 'Toggle Background Shading'? No matter what I set on the viewport option it'll come back to toggle between shaded and wireframe. I don't remember it being like that on 801 SP1 :\