Hello I don't know if this will solve your problem, but I've made a python script for maya to transform the locked normals into hard and soft edge. This way when you export again in max the smoothing groups will be there. http://www.creativecrash.com/maya/downloads/scripts-plugins/polygon/c/lockednormals-to-hard-soft-edge…
Small post today, been doing some test for a potential project at work, quickly reproduced a ring from the Coco Crush Chanel collection. Basemesh done in Maya, added the "cross" patterns in Zbrush, baked with xnormal and rendered in real time in unity3D with the default post processing effect. Final model is about 10k…
That is amazing! So glad I brought up the issue on these great forums where I can learn something new. I assume the resolution of this painted layer is directly proportional with the polygon count of the model (higher Res-Mesh = higher Res texture). If so, I'll need a PC upgrade to fully benefit from this. :D
Did you fix the lack of edge loops in the neck and shoulder area? He's not going to deform well at all. Also, don't just paint on the shorts, either break away polys to put shorts on top of the model, or change the model itself to incorporate the shorts' form in polygons. You're getting ahead of yourself, take the time to…
@Brian "Panda" Choi is right. That is fine. There should be a Uv island for each smoothing group. Sometimes this is not possible and you need to cut. But this is not the case. On the other hand, this could have a lot of optimization. I see a lot of polygons there. Furthermore, I would recommend you use a number texture: It…
yeah I am really looking foward to the lowpoly and textures! Only thing bothering me in the highpoly is how you are subdividing objects without smooth and then trying to smooth it out. It is leaving the shape of the polygons behind. Why not do some of it in a modeling package and then bring it in and detail it? In…
@Revel: I made the lowpoly to use the smooth or subdivided version i think its the easy way to model that think, but like @oglu said my mesh dont match exactly the concept, i think it would be solved smoothing to have more polygons and moving some vertices so the holes are exactly like the image
These. For example, advising someone about how a certain sculpting program might behave when using stretched polys during the actual sculpting process could be some beneficial advice for them to know beforehand. But if the only message that gets across leads to them believe that stretched polygons are bad in general, then…
Just a small update! The past couple of days I have been working on the clean-up of her mini-gun. Main form and elements are done, now I need to add the secondary details. P.S. 98% is made in Zbrush and it is more time consuming that I though, however good practise with polygon modelling in Zbrush :D
So, for example, in the first image of the thread you tiled a texture on the floor, made a division and took the polygon on the right and vertex painted it yellow or did you have to make two divisions very close to one another? Also, how long did the whole scene take to make? I'm really impressed with what you've done.