This is a HUGE time saver (made for 501 still testing on 801), it's and ALL in One tool Big thanks to Peter Respondek for this tool :thumbup: T-Junction Repair [ame=" https://www.youtube.com/watch?v=q31owii2DW4"]Remove T-Junctions - Modo Script - YouTube[/ame] Merge Polygons…
Squares in characters are bad. Squares are hard, 90 degree angles, found in machines and architecture. The body is soft, bend, it stretchs and contracts. The muscles flow into one another. Burn your ruler! Bin that 90 degree angle! Love the S curve! Oh, and there are way too many polygons in the hands compared to the rest…
You can't really lock the colour per say, but you can lock the translations. As a workaround you can set a vertex colour key so if you accidentally paint over it just move the time slider back to zero and your colours will return. Here is the tutorial. Before beginning, make sure the object has some construction history.…
[ QUOTE ] Why not just model the silhouette you want? I think people are going a bit to far with the make a box, but then use a map to make it look round. Polygons are way cheaper than relief mapping and look better. One of the only games I've seen in a while that made use of the geometry budget on xbox360 was Tomb Raider…
When I unwrap UV of some object (that finally wil be in a game) I usually make such steps: 1. Usually use the tool from TexTools (I still use this script http://www.renderhjs.net/textools/ ), showed on the picture: It just allows me (in easy and quickly way) to unwrap uv for some simple object. For instance, after click on…
This is what I have a huge problem with. It's kind of like you're suggesting, 'Let's not teach kids that yellow and blue make green because we already have green markers. It will just confuse them. We've moved past the days of having to mix our own colors.' I don't understand why you think it would cause students to cull…
For skin tight stuff you'd be better off just making a new layer and sculpting up the fabric from the original torso mesh - or, if you want to keep polygon counts more manageable (especially with a fully limbed base body), mask off the appropriate area on the torso mesh for the skin tight fabric and do a mesh extraction.…
Don't extrude from the highest subdivision level, if you're working around 6 million polygons, that's a fair amount of information for zbrush to process when trying to create the extraction. Do it on a lower level and you should be able to extract just fine. You could also try creating the needed strip with a zsphere…
I think you should use more polygons where the tubes loop through the skin. The lowpoly intersection there is not very nice looking, I think. You should definitely model in the lumps of pushed up skin. I would also model the clamps (as seperate meshes). The tubes themselves could stand to have more stacks, especially where…
I don't think this can be done. Maya's invisible triangle edges tend to default to shortest distance. You must be working pretty low poly to worry about triangle edges to that extent, unless you're trying to get them to all line up for optimization reasons. Generally if I need a quad to bend the proper direction, I draw in…