I was thrown for a loop this morning when I opened my latest 3D project to find Maya 2013 x64 displaying vertex and face component ID's for all polygons. Thinking that I must have activated a secret shortcut command in the previous late night modeling session, I turned component ID's off (Display > Polygons > Component ID…
Hello all. I'm new to 3d and just starting to work my way through online video tutorials. I'm presently working on a basic file which consists of a nurbs sphere and polygon sphere both placed on a polygonal plane. The problem I'm having is quite simple: I can't seem to select the part of the nurbs sphere which is…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
No. This makes no sense because you're telling him this for the wrong reasons. The problem is not that he's using unique textures - it's that his texturing skills aren't good enough to get the most out of those unique textures. Sure, he could mirror some things here and there and arrange his islands better, so his UVing…
Well, I don't think that SpringMagic is the best tool for this job. Approach 1: In max you'd probably achieve better results using MassFX physics, though you'd have to rig the whole chain with physics constraints, which, without scripting, would be really hard. I think there is something like MassFX Toolbox or something…
Overall this is a really nice looking scene, but your polygon distribution isn't that great. First you have the electrical panel, a really optimized model maybe even to much optimization was done to it. Could cause some artifacts depending on the lighting. But that's hard to tell just from those screenshots. Second you…
The UV seam problem was solved but when I opened the character's mouth I realized that there are problems where the lips and also where the upper and lower teeth meet (when the mouth is closed). I guess Xnormal doesn't ignore opposite polygons that are within the cage (the cage penetrates itself at these points since the…
First of you'll have to do some re topology to take down that polygon count, you can find useful information here: http://wiki.polycount.com/wiki/ReTopologyModeling And this is sorta useful too: http://wiki.polycount.com/wiki/3DTutorials/Modeling_High-Low_Poly_Models_for_Next_Gen_Games After creating your low polygon mesh…
Hello everyone, this is my first post on polycount. I haven't really ever shown any 3D work online but here's a first. These are mainly for my portfolio as I try to find another job. I used to work at EA on Need For Speed as an environment modeler, but I'm looking to do characters now. Also **this is kind of a cheat, as…
I am not very good at polygon modeling. I am not good at polygon modeling, especially for objects that do not have clearly separated surfaces, such as an organic body. I am not sure what steps to take to create a model, and I get lost. I want to do modeling with the right mindset and the right procedures, even if I don't…