Yo /3/, need help with topology. This model is gonna be in subD. What I want to do is to keep the edges crisp. Inside the triangle is fine, but on the outside I need a way so that edge loop would be self contained and doesn't readily interfere with the rest of the topology.
TLDR I need help with topology so that the edge loop would go around the triangle so when I render in subD the edge would be crisp.
Very easy to import your assets, both Max and Maya have a direct to Unity export button.
The Unity website has tonnes of tutorials to get your started on the basics and even advanced programming, so start there. https://unity3d.com/learn/tutorials/topics/scripting
So I'm trying to figure out 2 things in Hammer: 1: How do I make objects that share an animation sequence (like alchemist's head and body here) play their animation correctly in the map editor (left) the same way it does by default when I open both objects in the model editor? (right)
2: Can I freeze a dynamic prop mid-animation (like alchemist lying on the ground at the end of the death animation) and turn it into a static prop that holds the pose?
Is anybody familiar with Hammer able to help me out here?
For the record, what I'm trying to do is export obj files of models in different poses, which doesn't seem to be possible from the model editor itself, so I assume my only option is switching the model to a static prop, converting it to an editable mesh, and exporting as an obj.
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.
What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood... Comment too long. Click here to view the full text.
Hey guys! So I am still relatively new to CG, and was wondering if someone could point me in the right direction for modular character design. I'd like to set up a sort of system in which I could create my own characters with models I've created, sort of like how you create your character at the beginning of so many video games.
How many years would it take for someone to start off with modeling in zbrush for the first time and have a portfolio good enough for a AAA Industry job? If you spend at least an hour a day working at it. 2 years maybe?
If you spend 1 miserable hour a day? Probably a decade. But once you know the basics and are confident enough to make your own shit without tutorials handholding you believe me you'll spend entire nights sculpting without noticing.
If you already know how to model using traditional methods it won't take long, sculpting really is a fun process compared to polymodeling. You'll only be limited by your imagination, but that's solved by making your own mental libraries.
Hi! So ive been learning how to use Blender 2.74 since earlier in the year. Ive been watching different tutuorials and whatnot to figure out how to create character model from scratch. This is my Low Poly attempt and since working on the body ive moved on to the hair obviously but now I have actually made the hair a separate mesh. I thought since the body is modeled with the Mirror Modifier I should try making it separate cuz it's obv supposed to be non symmetrical, however when i move everything around the hair dosent stay with the body. How do I reattach or set the separate... Comment too long. Click here to view the full text.
>>498599 Because you're wasting your time on here instead of working on preparing the hand in. Yes, you will fail because you will end up handing in nothing. Do everything you can and hand in what you've got bag the end of it. This is all your fault, but handing in nothing is a guaranteed fail.
That messed is fucked. You are better off simple starting over and tracing over what you already made. It looks like you did something to seriously fuck that one up. If you aren't quite sure what you are doing, watch a tutorial or two on box modeling. You should just be using extrusions, loop cuts, and moving verts. Don't add any weird things like ngons (faces with more than 4 verts).
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