Hey there, first Question in this Forum, so here it is: I'm working on a Human Head Basemesh. But aroud the Eye-Browns and the nose i don't know how to avoid N-Gons and Triangles without having useless Edge-Loops. So if i'd do the Edgeloops around the Forehead the would be 2 useless Edgeloops. How can i avoid that?
Man soo cool that u sharing this!, great to see how to create textures and stuff alwasy stuggle with the metal maps gloss maps n albedo. The marmoset scene is so epic it crashes my marmoset when i try open it xD shaem cuz would love to see how u set it up in the scene!
Just set the document size you want, clear any existing pixols (Ctrl+N), then redraw your tool onto it so you can enter edit mode. It helps to have the DragRect stroke type active for this, as it will decrease the chance that you'll accidentally click on the document before being able to turn edit mode on.
Thanks I'll have to give it a spin when I'm using Maya next, really missed this feature when modeling in Maya. So if you turn the script off it re-triangulates back to the way it was? Or it defines the edge so it stays facing the right way? Does it work on n-gons? Meh... have to try it out.
Thanks guys! I use the Ink n' Paint material in 3ds max with antialiasing set entirely off(and the width set to 1px)! Sometimes it makes artifacts so I clean it up in photoshop or I use a few After Effects plugins I've programmed to do the outer-outlines entirely in After Effects instead
its jus the proportion/size of the leg/knee that throws it off. shorten the thigh n scale down the knee perhaps . to show it going off into the canvas. dnt forget about the sizew of the foot as it will be closer to the viewer than the knee. bit of a dodgy angle that leg so really emphasize what you're trying to do with it.…
Hey Sai! awesome to see you finally here ;) Your doing an amazing job! putting me and everyone to shame for sure! keep it up and you will be a great character artist :D should post any active projects in the pimpin n preview section if you want more active feedback. Keep postin! watching the updates :)
First project up is an older one that I am pulling off the shelves and reworking. Currently have same basic lighting set up, basic materials, and the walls are at least set up. My current sprint is working on the roof fidelity and polishing that up, before moving on to populating the scene with oodles of props 'n stuff!
Ok, human base mesh round...8? I am not sure, however I think this one is pretty good! No n-gons or tris in this at all! Quite happy with that. I used this guys tutorial which was really helpful, with some tips taken from the CGGookie one. Thanks for it. What do you guys think? Benton
I'm not sure if I understand you correctly, but duplicating an edge or polygon (Ctrl D) and moving it (possibly with the pivot set to Local) is probably the fastest way of extruding in Softimage. That, combined with the add poly tool (N) (it's Max's Bridge and Create tools in one), make edge modelling pretty…