So i decided to go back to the basics to form a better understanding of the modelling/texturing process all i have is this so far the tops have no polygons yet any tips as to how i should proceed topology wise is appreciated
An old, rusty gaspump. One 2048x2048 texture map. 2850 polygons Modelling done in 3dsMax Texturing done in Substance Painter Rendering done in Marmoset Toolbag 4 More higher res images and breakdowns on my Artstation: https://www.artstation.com/artwork/8eE5dx
in this link http://www.iddevnet.com/quake4/ArtReference_CreatingTextures there is a hard face normal map, the high polygon mesh include different part , and like this type of normal map ,how to bake it in maya? combine it or use boolin or something? THX
removing edges is very handy for polygon reduction but there is a horrible bug whereby if you add an edit poly , then proceeed to reduce polys by removing edges, occasionally if you 'undo' it screws the mesh up big time. anyone encountered this and found a workaround?
Hi can someone please tell me if it is possible to have a model that is always facing the camera, but only rotates on the y axis, I don't want the polygon to lay down flat when I look at it from a top view.
Hi, Does anyone know how to query Maya if normals are locked? The manual way to do it is go to display/polygons/vert normals and it will display yellow lines if the normals are locked. But is there a way to do this trough scripting? Preferably with Pymel or OpenMaya.
I need to do the following in blender, but I have no idea how to: Check the amount of tris/polygons and such Smooth out the model in general, preferably not manually since it will take forever and not be that good Texturing I am a total newbie at this, sorry. Thanks in advance!
Hi everyone.This is my first project in an unreal engine. This scene I created based on photos of the room in the Château de la Foret, Belgium. All objects on the stage were modeled and textured by me. I tried to stick to the optimal number of polygons.
Hi, here is a gernade launcher I designed for Vermuelen's mod. The model is made up of 969 polygons. I was wondering what you thought of the color scheme I have in mind for the texture. Let me know what you think. Thanks. Alex
Yah, I'm mostly a texture artist and have little 3D knowledge. I can't find, for the life of me, if its possible to turn a Max model that has 3 sided polygons into 4 sided polys to be imported into Zbrush?