I think in general we're still clinging to old, established ideas of how 3D DCC apps should work and behave. Blender probably does some/a lot of stuff right, but it's not dramatically different from Max or Maya in the end. I'm talking about stuff where all your actions are non-destructive, where users aren't tasked with…
Basically what he is saying is you want squares that are generally the same size. You want the flow of those squares to follow the general anatomy of the object. ZBrush has never responded well to triangles, but it's usually almost impossible to avoid them. And no N-Gons (polygons with more than 4 sides). "Kite" and…
1) 901 symmetry is good for me. Previous versions had many issues. 2) Agreed. Farfarer, you are life saver, thanks! 3) You can emulate relax brush with smooth tool in topology tab + airbrush faloff. Workaround for lowpoly meshes - duplicate and constrain to its copy. 4) I remember some UV issues with FBX export. Forgot how…
In regards to programming, I'd REALLY caution you to think about what major you want to go in for. Here at USC at least, being decent at CS is a rigorous matter. One of the artists that used to be on Core Overload was a CS for Games major by trade, but wanted to be an artist. Time not spent working on his 3D art was…
Ergh. I mean, re-topolgy is kind of an art of its own. I`m not aware of any super fast way of doing it. That would be like asking for a super fast way to make the highpoly. If this is intended as game asset (low-poly, normal bakes) the lowpoly mesh is probably the most important part as that is the actual model used in…
Well, It looks like I need to admit a temporary defeat on this project - she is sadly not going to be completed on time for the Artstation Challenge. :( BUT FEAR NOT, FELLOW CITIZENS! Progress will continue onward and she will emerge from the ashes soon enough. I'm going to slow down a bit, fix a few things, and do some…
This is backwards, if you're going to do one but not the other you would explode bake for normals(to avoid intersecting issues) and not for AO(to retain inter-mesh-chunk ao). Though I explode bake for normals, ao and then do a second ao bake from the lowpoly to get that inter-mesh-chunk ao. Why? Anything that is going to…
Yeah, depending on what you are going to do with this would help us help you. If you are going to be keeping it lowpoly then what is the tri count you are shooting for? If it isn't extremely low I would suggest getting a more even poly distribution. Right now the hands are by far the most dense part despite being…
Topology is a little wonky - he's a mostly symmetrical character, so you should probably put a symmetry modifier over his face since there are a lot of verts in asymmetrical positions. That'll make skinning and rigging a real pain since you want to be able to mirror over a lot of your weighted verts. Topology around the…
• When to dynamesh : when you can afford to not worry about your lvl0 topology, most likely during the shape exploration phase • When to zremesh : when you need a clean-ish quad basemesh that doesn't require full geometry control • When to decimate : when ... you need to decimate. • When to do UVs : when you need to have…