Little update, started adding support edges and what not on the main body. I'm wondering if I should extend the strip on the front, near the top of the camera a bit more. At the moment, the effect on the silhouette is fairly minimal. Aside from that, getting support edges in there is going to be a pain due to how small the…
hi there nice model good work on the suit...since you are giving him teeth u should keep his mouth open and give an inner extrusion for inner part of mouth...ur gray-scale model shows the character mouth doesn't have an opening....keep up the cool work
are you using r32 bit displacement maps? if so, you aren't even supposed to open them in photoshop. this tutorial helped me get displacement maps working. i think i had to set my extrusion strength to 2.2 instead of 220. http://www.pixologic.com/docs/index.php/ZBrush_to_3ds_Max
I know this is an older post but I just have to say this is very well done. The only thing I can even think to critique would be the super hard edges on the outermost part of the lower extrusion on the wall. Just one level of a chamfer would fix that though and, again, it looks outstanding as is.
I think there are some pretty crucial proportional differences that I would sort out before moving onto more details. The biggest thing for me is how the sceen connects and the sillhoutte of it. In the concept it looks like a smooth continuous line, wheras in your model its kinda plopped on top. The side panel needs some…
I buy them when I find something that solves a problem. The two best I bought were GMH2 for hair, and one (I think) called primgen that does some cool stuff with curve extrusions. i would have gladly paid for just about any tool in the maya bonus tool kit, especially the curve to ribbon/tube mesh.
question for the nDo2 peeps regarding basic usage - -The 'depth' slider/amount, just wondering is that based on an arbitrary amount (we just slide it to what looks good?) or based on actual measurements like 5 = 5mm extrusion/inversion... -Is there any tips on performance - making it work quicker? So far I've had no…
This seems to make sense. Build the simple form first -- it already has the appropriate edge loops, and then bring it over my hi-res mesh, tweak it into place, and then I can selectively take out unneeded loops and add extrusion offsets at key places like the knees.... I'll give this a shot and I do a bit of reading on…
I am not sure what you mean by "doesn't look like the higher res." Do you mean the silhouette doesn't look like the highpoly? Normal maps do not deform the geometry of your object so you have to be aware of that when modeling. The extrusions coming off your cube wont show up in the side view, only on the straight on view.
if you want to just make a stand alone turntable to show your model off you can always make a duplicate of your model invert the normals place a black shader on the duplicate and then use a shell modifier of extrusion tools to make it larger then the original model this method works well with one model but gets expensive…