[ QUOTE ] It seems to be getting better. It still seems to suffer from random lumpiness though, and it's a little hard to figure out where that's coming from without seeing a wireframe. [/ QUOTE ] well... I would love to show the wireframe... but due to my proceture flaws... the low polygon frame is gone. And only high…
~ (NOTE: I wrote this to help some students I know and some PC friends mentioned posting it on here to help out the early learning community. Feel FREE to dive in and we can start a fresh discussion on the age old face-topology subject :) ) Students seem to often find face topology so alien and hard to learn so I decided…
I have an option in mood "Weight polygons by area" (in regard of shading), so I suppose this option compensates shading relative to polygon area? And also there is an option "Weight polygon by angle"
3Ds Max Script "Different commands stacking and auto cycling" under one hotkey? So i got an idea from one little usefull script i use (didnt make just downloaded it from somewhere). Is it possible to, in 3ds max, create a certain script, and then assign it to a shorcut (like "U" or "SHIFT+U")? This certain script would…
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…
miauu's Script Pack vol.2 is a set of scripts that will help you to make faster and easier some of the tedious task when you use 3ds Max. miauu's Script Pack vol.2 include: Attach and Link: Automates the process of linking objects to the surface of other objects. - attach point helpers or any objects in the scene to…
Well since getting feedback from both Polycount and my lectures I realised that the arms were too short and that the anatomy was not quite right, such as the shape of the head. Interestingly I have managed to resolve these within ZBrush and then make the correct changes to my base mesh. Additionally my low polygon model…
I always push my students to keep faces no more than 4 vertices, simply because the last thing I want is UDK or any other game engine to handle the triangulation for me. It also is easier to manipulate with edge and loop rings to make adjustments. As mentioned - whether your face is a triangle, a quad, or a 500 sided…
If I recall correctly, ZBrush started out as purely 2.5D with the whole "pixols" tech which was basically color plus some height data. They added 3d meshes that you could stamp down into pixols on the canvas. But it was still an orthographic view mode. Then people were manipulating 3d models more, and not stamping them…
So I've done a polygon mesh in Maya 2018, with its UV done, and exported to Zbrush, with the option of having all triangles and quadrats compatible to Z2. Anyways, I sculpted the mesh's details until subdivision level 6 and decided to bake the normal map. I exported the normal map and assigned it back in Maya as a Blinn…