Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
From my Digital Tutor experience for 3 years I've learned that most of the artists dont bother re-topoing the low poly character model but edit the low poly mesh they get from the adaptive skin constructed by the help of zspheres in zbrush. I would love to see a tutorial that explains the flow of transferring high polygon…
I'm curious how long does it take for other artists to uniquely (no overlaps or mirroring) unwrap and pack the UVs of complex hard surface objects, say for example : . That is a personal example, and took about 6-7 hours for just unwrapping each object. As you can see it is not even packed efficiently or at a even texel…
In my case, I have a modular wall which is basically just a plane with a tileable texture. User can use it to build a bigger wall which can be 5 planes wide. Now the user gets a constructed wall and it has 5 polygons. If user remove inbetween polygons, it will stretch the texture a lot. However, we can make one polygon…
Hi ! There is in blender an addon called F2 and with this you can create a polygon from one vertex selected just by pressing F on the keyboard...in C4D is true there are polygon pen but when its extrude a polygon from a selected vertex or selected edge it place the polygon weird and not following the direction of other…
Select the model, display>polgons>face normals, if the lines are too long display>polygons>normals size. This will show which direction the normal of the face is pointing, sometimes conform doesn't work properly. You can also turn off two-sided lighting in shaded view for all faces to go black if their normal is facing the…
Easy. Just create cylinder with enough sides. The barrel cover has 8 holes, and I used 4 polygons for one hole. so the cylinder needs 32 polygons. Create the holes with 10 similar polygons using the inset function on the 4 polygons and align them... Thanks. I thought about creating one, maybe in the future.
Here's a small composition using the pieces I posted earlier: The hangers themselves are 34 polygons each, and the blocks of pipes are 204 polygons for a 4x tube, 108 polygons for a 2x tube and 156 polygons for the curved tube part. Daphz, that model is awesome!. Will you be making the lowpoly and textures? Looking forward…
Hello I try to sculpting tracer base from this beautiful paint https://twitter.com/M_ars/status/738374088058511360/photo/1 and here my sculpt 1.3 Million Polygon it too much? CC are veryๆๆ welcome and I need advice about skin color can you please advice me, how to make skin it look more good like this…