the big tube things could could use more polygons in comparison with the rest - they look to edgy. looks very promising from the visual style, I like it it has the touch of 70's/80's clean scifi (with white and brown)
Modo animation is hardly anything you'd want for game characters, though. It's good for quick simple animations for e.g. commercials, but you can't do character animation in it. Not yet, but maybe one day. [EDIT] But for polygon modeling, it's an amazingly streamlined application.
A selection of wireframe/previs from my various low-polygon animations in maya. Some old and a few shots from projects I'm currently working on when I can. https://youtu.be/YCmjoNoz0KQ (This was meant for animation Critique forum, sorry I don't know how to move this post.)) Cheers.
You can bake normal maps in Substance maybe a lot better than in zBrush. killnpc above has given you a number of search terms to google which should help loads. Also lots of Substance painter tutes on the web. Welcome to the wonderful world of polygonal cookery!
Hi, I am trying out Modo and are having some trouble with the normals direction on the faces/polygons. The problem was found after I opened it in Mari. Is there a way to se these kind of problems in Modo? So I can fix em before export. Fixed it with "Mesh Cleanup" btw.
Hey, all! New to polycount, decided to post a Lina set I've been working on for a few weeks. It's certainly been a learning experience. It fits the in-game polygon limits and is completely skinned and unwrapped..."just" the texturing is left, and fixing a few bugs with the model. Feel free to leave any critique!
No sculpting yet, just plain old modeling. I'm having a bit of a hard time modeling her mouth to get the shape I want while making sure there's not too many polygons and retaining loops. Any good professional approved modeling tutorials for animation? Thanks
Though it was time to start working on stuff again. Dom War 1 rework WIP. About 38,000 polygons at the minute. Dom War 2 rework, since I wanted something to sculpt. Basemesh, using the hands from Arshlevons basemesh. C&C more than welcome.
http://forums.luxology.com/discussion/topic.aspx?id=13616 Not a replacement for brute force polygon sculpting like in Mudbox or Zbrush, but definitely worth having alongside your traditional modeling tools for low to med rez work. Should make for an interesting combination with modo's existing paint tools too...
anyone have a list of 3d printing companies that deal with stl files( or obj). The work i need printing is polygon based output from zbrush, 'NOT' printing CAD type stuff Cost is an issue for my client, so cost vs quality is a consideration. They are for prototypes for now