I've finished all the modelling and have now started texturing, this is a first pass rendered in Marmoset. The triangle count is currently 119k which will increase once I create the hair. I couldn't find a good way to optimise the zips without losing the the detail, they are 23k tris on their own :( Will need to experiment…
@WarrenG hey thanks for the draw overs! I was probably working on it while you were looking at 2.4 on syncsketch. I've tightened it up a little bit more since and addressed some of the things you mentioned. Definitely can push the poses and LoA more as you noted. I'll go over it one more time with your notes in mind.
I fixed some of the things Jeremiah pointed out and started working on the low poly. This is the first time I'm really doing a low poly, so I'm kind of hesitant on getting rid of some of the edges. However, right now, it's down to about 23k tris. If anyone has any pointers or critiques, feel free to let me know!
Left it running for a hour today, still no success. Tried putting it in a new scene as a .obj, nope. What's weird is even if I select just a few elements it counts it as 231 no matter how many are selected, weird. Surely there has to be a solution? All game studios will need to normalize their UV's yet there isn't a tool…
I agree with MarcoAntonio. If you are aiming a game ready model the polycount should be lower and use more the normal map. Here is an example https://cdna.artstation.com/p/assets/images/images/008/231/392/large/joseph-hobbs-0-1.jpg?1511352714 Do you also have a blockout or overall idea what the diorama will look like?
If the vertex order is the same (meaning for example, that vertex # 2134 is in the same spot on both meshes), then you should be able to store a morph target or layer on one Tool and then import the second OBJ over top of it (not as a new subtool, but by using Tool: Import to update the existing model). The Morph…
The Script Pack is updated to version 2.4 Changelog: Set Edge Length is updated to version 2. - for Single Edges mode the user can select the initial verts. Removed markers that shows the initial verts. Initial verts can't be reversed using the script. - or Single Loop and Multiple Loops you must select initial edges(not…
The .223 is just a scaled up .222 bullet, same class as a .22 LR. Yes, quite a difference in cartridge length, but same class of caliber. Here is a pic of the official .22 LR dimensions: http://en.wikipedia.org/wiki/File:22_long_rifle.svg here is the .223 (which is not totally identical to the military 5.56) it is in…
Imagine this: I actually managed to find a solution! And not just a visual hack but a robust system. A pure chance led me to stumble across this material for SP: https://share.allegorithmic.com/libraries/2434 I checked it and it perfectly solved my case! Read my comment (account name 'Maya Gameworks') on the page I linked…
Are you using OS map here? If you happened to have baked your OS map in max its not going to be lit correctly. If you bake in XN it should be in the correct format. You can also convert it by following the steps here: http://boards.polycount.net/showpost.php?p=909611&postcount=214 Look that over and see if it improves your…