On the left is the base mesh exported from Character Creator v1.51 and on the right is the same mesh modified and Zremeshed. I decided to change it to suit my work style as it will make it easier for me and I'll be rigging it in Maya once it's finished.
No it's supposed to be linked by black mechanic parts like F1 weels support. But anyway I think I won't have time to make the vehicle so I deeply modified the overall concept to something faster to do alone : )
In Max you can create shape from selected edge loop, then use "Lathe" modifier to create a mesh with any number of sides by rotating this shape around axis. I hope similar technique can be used in Maya.
Layering highlights and such on now, hopefully I'll be done with the basic diffuse by the end of the day. I'm not sure if I want to change any colors on the head... Perhaps the teeth to extend the gold layering or modify the teeth to "jade". any thoughts?
i didnt know about this technique, can you post some link to some tutorial for this? And how do yoi create your low poly mesh to be able to do it all quickly? multired modifier in 3ds max?
You assign Mesh.vertices to modify the vertices. Note that you cannot assign individual elements of Mesh.vertices, you have to assign the entire array, for instance: Vector3[] verts = myMesh.vertices;verts[0] = new Vector3(0,10,0);myMesh.vertices = verts;
Hey mate, I'm afraid I can't see the image you uploaded, but it sounds like really upping the lazy mouse modifier on your stroke might fit the bill. Would that work, or am I missing the issue?
is there a specific reason why only one object should show the wireframe? one way you could do it: create an instance of your object, give it a black texture set to 'WIRE' and put a push modifier onto the instance
Throw an Edit Normals modifier on top of your stack and see if your normals area really where they should be. I know in Max2014 there's errors at times I've encountered this issue at work. Worst case is to just remodel the geo.
It sounds like you want to use curves. You can convert any edge selection to a curve (Modify > Convert > Polygon Edges to Curve with a Degree setting of 1), then you can duplicate that curve and loft it as a polygon surface.