Hey guys, I have been studying Genshin Impact's 3D model and their polygon seems to be a little different compared to normal 3d modelling that I'm used to. As I know most of the 3D software(Maya/Blender)'s polygon are in squarish pattern even if it is tilted and wouldn't pick a weird angle to create their polygons due to…
I am thinking of making a model of a gun for a game for my job search demo reel. When I look at some of the highly rated works on ArtStation, it looks like they use several 4k textures on one gun, or excessive polygon counts for a game model. Certainly, if I use a lot of 4K textures and a high polygon count, the quality…
I think it might be worth running a polygon relax feature in your respective 3D modelling program. Right now there are areas around the mouth/lips and under the nose where the polygons are too rectangular. Its easier to sculpt with polygons that are as equilateral as possible and they deform better when subdivided. Whilst…
Hey I just want to address mudbox's new features, specifically, combining normal and bum maps into one normal map. This is a great feature, because it allows you to combine path precision brushes to normal map detail specifically for video games or any other 3d application. Here are a couple examples of the differences.…
Since I spent yesterday trying to get this to work right (the unit script still doesn't work right, the missiles were supposed to come out of the darker parts on the front section) I haven't done much with the model yet, just implemented the earier crits: Longer shins, eyes slightly lower and forward, larger hands, changed…
I wanted to try creating a stylized characters with polygonal hair this time instead of hair cards Here's my sculpt so far I'm working on the retopology at the moment and maybe I'm doing something wrong, but I thought working with polygonal hair would be so much easier. Right now I'm struggling with doing the retopology…
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…
That's probably something best done when polygon modeling your base mesh (be it with ZModeler or in an external app) IF you want this to actually folded around, double layered material like in real life. However, I can't think of many cases where that would be necessary. So if you want to solve this with sculpting, then…
http://i1182.photobucket.com/albums/x456/Tom_Elgon/Untitled-1-6_zps8dc8a3b0.jpg There are a couple of things I reckon you should change to make this mesh a good candidate for Zbrush. 1. The edges travelling up the back make a dogleg above the buttocks. It would be much better if the lines of edges flow in straighter lines…
Convert displacement to polygons derived from a displacement map on the mesh. You can't simply run convert displacements to polygons without first converting the mesh to a subd mesh, followed by converting the subd mesh to polygons in maya which gives you the dense geometry required, then and only then can you convert…