I usually just have Editable Poly (converted from any useful primitive), then Symmetry on top of that, then Turbosmooth on top of that. I try not to ever put any Edit Poly stuff on top of Turbosmooth, only ever parametric stuff like FFD (same as Maya's Lattice deformers), or Bend/Twist etc. Stuff that won't be affected by…
Vig: Thanks for all the information. The video tutorials that alexK linked to gave me a good visual idea of what you are talking about. So I figured out what I was missing before. My edge loops weren't complete. I know this because I just worked for two hours of a new model, forgot to make the complete loops... and there…
Well done - I think you are %90 of the way there. I think your lines and forms are too uniform. The pot belly isn't a smooth egg shape - its a beat up lump of steel, warped from the orcs heating it over flame. So are those patches applied to it with bolts. In your version they are very neat, perfect little bandages - in…
[ QUOTE ] The problem with your lighting is lack of mood. Everything is flat shades of grey. You need color to give atmosphere. Create bluish moonlight to display a cold calm empty environment, and maybe warmer colors coming from lanterns and inside buildings to show warmth and add contrast, if that's what you're aiming…
It's typical ray distance issue. Make it smaller but it could create artifacts in other areas where low poly deviates from hi poly too much. Workarounds : 1.doing and tweaking manually a cage to make it's own ray distance for evry specific vertex/place. 2. using marmoset which bakes in real time and you could paint your…
Ah.. just gave it a quick go. Looks like you can not snap to verteces using quad draw. Normally when i want o snap to verteces i just hold down v and move stuff around, but this does not work. So really the only way I see we can do this is to use the move tool. So the fastest way to toggle this would be hit W> Hold down V>…
Working on the hair of the creature, I tried to make some smoke effects, but I failed on the way so decided to make normal hair. First step was to create on Zbrush the high poly version of each hair strap with fibermesh. This is the result bjust before export to 3Dmax where I can fix and adjust some hairs, moreover I…
Been tweaking the materials a bit more today and posed some more skellie-boys: @allmighty_thunder thank you! @oraeles77 I baked the skulls and bones from my sculpts (so no, not made in Substance Desginer) and use the height-maps in my graphs. And here's my wire frame: I'm tessellating all the modular assets so I can…
Assuming you are using forward rendering, a second per-pixel directional light requires a second pass in a shader (I believe). If you use a single directional light and a single pass shader you will reduce your GPU times but it's not going to affect your shadowcasters or tri-count. Three options instead of a second…
Maya LT is fine for modelling. Generally it's just got the advanced rigging, rendering and plugin development features removed. But if you could have modeled that gun in Maya you could definitely have modeled the same thing in Maya LT. Maya LT lets you bake with Turtle rather than Transfer Maps. I haven't done extensive…