Hey everyone, this is my first post here on poly count! I am taking a Computer Games Design course in which I am studying a Introduction to 3D Modelling (1b) module. As apart of the course I am required to get feedback from the internet so any feedback you could give - postive and negative would be great! (This is my first…
Hey everyone, this is my first post here on poly count! I am taking a Computer Games Design course in which I am studying a Introduction to 3D Modelling (1b) module. As apart of the course I am required to get feedback from the internet so any feedback you could give - postive and negative would be great! (This is my first…
I'm currently fixing up a model which has nearly 700 open edges (open seams disguised as ordinary lines of vertices), and I'm using the "STL Check" modifier to find them. The only problem with this method, ESPECIALLY in my case, is that I have to keep toggling between STL & Editpoly EVERY time I want to check an error and…
Hi! I had a moment to look at the car. Assuming you don't want to do many further edits and are set on baking, I would would mainly optimize UV space to get as much out of the texture as possible. Offset and stack UVs of mirrored and repeated parts (I believe you're already doing this). Reduce size in UVs of areas that are…
Let me know if I'm not getting it here. If you export the hi poly as the many sub tools they are, you could try using xNormals to to project your hi to lo poly. You could still use topogun to create the lo poly, but project that with the non-decimated hi poly from zBrush. xNormals.
I keep adding topology. But two things are giving me a headache: 1) A circular topology clashes with a straight-line quad topology; I don't know how to reconcile them. 2) I have areas that appear to have many vertices, and even knowing the tricks for reducing vertices, I don't know how to make some of them "die." For…
Ah, I have the same problem sometimes. So many ideas I'm passionate about, so little time. While I think it's a good idea to show how complex and intricate you can make things, I think doing a quicker small project that you can get online as soon as possible to show your current skill level is a good idea. Also, think…
Yep, Atticusmars is correct. The method is ancient, but before 3D painting software became common it was the most often used way to deal with seams. If you absolutely want to avoid painting in 3D it's still your best bet. I have no idea why you'd want to avoid 3D Painting apps though, especially given that basically every…
The problem is that unlike many of the other characters, Danerys has plot invulnerability. She has to survive long enough to have an effect on the other characters otherwise her story arc will have been entirely pointless. Thankfully it looks like they might finally get onto the mainland after which we should have a bit…
To quote the guy: "There is basically no correlation between how much work you put into something, and how successful it is." I really dont think there are many parallels to be drawn between someone who practices character art for thousands of hours trying to break in, and a guy who releases 72 twitter bots, and can't…