Our head models are generally in the 30k quads range. But we build the topology to follow the facial features so there's no room for reuse there. We did have a few cases where we wanted to fit a costume or armor from a male character to a female character, like Shepard -> Femshep in ME3. In those cases the poly count was…
Thanks for the reply. I think I got the idea. I should skin each cloth separately with related bones of skeleton. Right? For example skin the pants with legs bones. But just in case is there any quicker way too? because I want to avoid skinning process because it is very hard and time consuming. Is it possible to extract…
Your worth is based on what the client wants to pay you. If an object will take 100 hours to complete, how much money do you want to make per hour? $10? $20? $50 per hour? Some artists aren't worth even $10, many others are worth more then $50 per hour. You have to find out where you lie within that range.
Loving the detail, baking came out real nice. You might want to add some definition to your low poly skulls so they don't look so flat at certain views. If you do plan on bringing into the UDK, you might want to think of adding sand and small details to really bring out the scene a lot more. Cant wait to see the final…
Toolbag doesn't automatically recognize existing frames or start from where you left off, but you can set this up manually. * Make sure the output file name is the same as it was previously * Use the time region bar at the bottom of the Timeline window to limit the range you want to render. You can drag the right handle to…
Hey everyone! I just started a new series on stylized 3D character creation, and this is the first part – modeling the head of a cartoon boy using 3ds Max. 🔧 Software: 3ds Max + V-Ray 🎯 Focus: Topology, Stylized Form, Rig Readiness 📽️ I recorded the full process and published it on YouTube: 👉 [Modeling a Cartoon Boy's Head…
Hello everyone, I would like to better understand texel density and how to maintain it in a scene. What blocks me is that I understand how it works, with the various mathematical formulas, even how many times to tile a texture, but then I can’t find a practical reference when I try to maintain texel density for an entire…
Hello dear community of Polycount, I am struggling a bit with a recent project a friend and I want to start. I am planing to create a character in 3ds Max which I am also gonna rig afterwards. This character will have no clothes on as I want to make it possible to equip certain items like gloves, pants and robes in the…
I was just wondering if anyone ever had a problem taking what they drew on paper to the computer screen. A few of my sketches SEEM to show exactly what i want the character to look like, but apparently not enough becomes when it comes to modeling i cant compute all angles. im assuming this is due to poor source art, or…
Hello polycount, sorry for my first post to be asking for something, but i am working on a game which requires some baja off road vehicles. But i cant seem to find any good pictures of them. the style of them i want is this, but i cant find any side views of this style so what some good reference sites? when ever i try to…