Hi everyone, I've been trying my hand at character modeling as I'm the only modeler in a small indie team at the moment and we need some unique characters. Managed to research most subjects but when it comes to rigging facial hair to move realistically with face deformations and well, it's been difficult. I'm using Blender…
Well its clear that you need to understand that real time engines dont work well with lots of thin polygons. Also, a general rule is that your model should have more polys in the contour i.e the outline of the model that is most visible. For example, the trigger is a good place to put more polys because its outline is very…
We are a professional 3D character studio and are seeking to provide you with characters that are really going to bring a spotlight onto your game. The main character of a 3D game is priority number one when it comes to making sure your game looks good enough to grab the attention of gamers, publishers or show crowd source…
I'm using blender too <3 Thanks for the help. You work is very good. You will use her in a game or animation? Edit: I read again the first post now. You want turn her game-ready. These bezier curves dont make the model so much "heavy" for a game engine? (making so much poligons) I need to study so much for understand the…
Looks like early steps in development of RAGE :D But! I have few questions: How dense can be the polygon grid on actual terrain? I mean, in CryEngine 1m equals 1 poligon, which is super blocky result. Is it different in UE 4 ? How detail can you make your actual terrain, from geometry point. Ofcourse I dont mean little…
Hi, We are launching a new project and are looking for someone who specializes in this type of Modelling. Our end-goal is models similar to seen here. I have also attached images of these models for example purposes. We can accommodate our budget to match your rate if your work meets our expectation, while we do have a…
Hi everyone! I’m trying to transform an stl miniature into a series of subtools with good topology for their deep customization for 3d printing. I’ve dynameshed the main model, separated it into pieces, then remeshed, subdivided and projected details for each subtool. However, even after all the transformations: *…
I have exported an obj from Rhino and the resulting mesh in Zbrush is very messy. I would like to add fine detail to it in Zbrush but am struugling to find a good workflow.This is what I have done so far:Exported an obj from Rhino with Polygon Mesh Objects and points welded. I then imported this into Zbrush with quads and…
Hello, polycount. I am an aspiring realtime character artist and working on my portfolio piece. Right now, I just finished retopoing the whole character, ended up with around 225k tris including haircards. My question is how many tris are acceptable for a portfolio piece? I did the retopo using quadraw and it took me more…
I downloaded a free model of some hair, to see if I can get the gist of how to make it myself, but when I opened up the model, theres practically billions of double faces, or overlapping normals (whatever the term is). How would I go about deleting those faces in a way that wouldn't take around 24 years? I have a plugin or…