Allright So the hip bone is connected to the??? Bulleg ? oh boy. Here we Go 50 Caliber Leg going to be attatched to the remainder of the upper leg rotary dics. Im going to add some bandage or duct tape on the metal pilers on the bullet and i will add more detail to the Skull, Torso, Leg, and so on as soon as i reclosed the…
I really like using an add on for Blender called the PolyQuilt tool which works very similarly to Maya's Quad Draw which I also like, but it has even more functionality since you can work in other modes beyond vertex (edges, tris, quads and n-gons) and because your doing this in edit mode, you have access to Blenders full…
The whole point of the stack is to use it. While you might collapse modifiers because it makes sense to, you don't want it cluttered for things that have served their purpose and can be safely collapsed, like UVWUnrap or reset Xform, and when you are using tricks with the stack to quickly do something (like auto boolean…
#2 Well, nothing ever looks good in Maya preview or working view modes, but if it looks bad in a render that is a problem. You don't have any of your screenshots labeled but I'm guessing from top down it's Zbrush, Arnold, Maya? The facial structure and proportions in each all look about the same. If you could go into more…
I think ideally you want to just do a optimized lowpoly and get a good highpoly from that (if we care mostly about efficiency, which is my standpoint, I need to do a lot of stuff in short time, so I make things to diminishing return) Im not sure If I am a big fan of making the highpoly first and trying to get a lowpoly…
2.7_Fender Hi 3DModelers I have been modeling
the fender part of Buell motorcycle for this weekend. This part is divided in
two main pieces that they are connected by means of some bolts and nuts. The
fender protects from mud to the tire and shock absorver. For that reason, each
peace adquires the likeness form from the…
The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
Ok I'm going to do my best to illustrate what we mean when we're talking about edgeflow. I'll try to keep it easy to understand. I come from a hard-surface modelling background myself, organic modelling is on my future to-learn list, but the same principles apply. Ok so, it's good that you've gone back to the modelling…
Have gone through and made some improvements basically now there is a progress bar in the main window (bottom left corner) you can cancel the script with the escape key if you use edge selection you remain in edge selection mode and so on for the other selection modes
Ah yes, the dreaded UV unwrapping. I'm still quite slow with it, but here are my suggestions. It looks like you're a fellow Maya user. Figure out where you want your seams to be on the model. Seams occur where two clusters of your UVs come together. Unless you have a perfectly tiling texture and/or carefully plan your…