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Old 16-09-2007, 04:20 PM   #11 (permalink)
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Oh wow... that was quite insightful! A question, what tools do you use in Maya during the blocking in stage? I always have a ton of trouble trying to model poly-by-poly in Maya, could do it fine in Max, but I can't seem to find the right tools. Sorry for the dumb question
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Old 16-09-2007, 04:23 PM   #12 (permalink)
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not a dumb question at all, basically I just use extrude edge

then use the regular move tool and the MoveNormal tool to place the points. Nothing fancy really.
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Old 16-09-2007, 06:18 PM   #13 (permalink)
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The append polygon tool is also a good poly-by-poly method in Maya.
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Old 17-09-2007, 08:17 AM   #14 (permalink)
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very interesting. Still haven't read everything but what I read thus far us superb. Thanks for writting
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Old 30-09-2007, 05:10 PM   #15 (permalink)
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Great write-up. I'm sure this will come in handy.
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Old 30-09-2007, 06:07 PM   #16 (permalink)
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Wow, a great read, thanks.
One thing I didn't get though, may I ask why the blue hue on the specular?
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Old 30-09-2007, 06:22 PM   #17 (permalink)
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I kind of got lost when you spoke of the "Hard Surface Sections" so your hard surfaces are simply mesh smoothed not taken into zbrush and are just made up of many smaller pieces on top of the larger base mesh for those pieces? Correct?
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Old 30-09-2007, 07:52 PM   #18 (permalink)
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Quote:
Originally Posted by Retro-Cow View Post
Wow, a great read, thanks.
One thing I didn't get though, may I ask why the blue hue on the specular?
Blue just works really well for skin. It contrasts against the warm skin tones. If you use redish specualr it always makes the skin look flushed and works against your diffuse. Theres really no reasoning behind it other than it looks good


Quote:
Originally Posted by Dekard View Post
I kind of got lost when you spoke of the "Hard Surface Sections" so your hard surfaces are simply mesh smoothed not taken into zbrush and are just made up of many smaller pieces on top of the larger base mesh for those pieces? Correct?
Yeah. The hard surface sections just refered to all the little armour pieces, they werent taken into Zbrush, I made the high res versions of these parts in Maya
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Old 14-04-2008, 04:57 AM   #19 (permalink)
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Alchemist. Not sure if you have seen this tool, but I think if you could harness it you might get higher yields of your time using it, especially when it comes to your low poly remesh.

digitalRaster - NEX
Make sure to check out the videos for QuadDraw
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Old 15-04-2008, 07:35 AM   #20 (permalink)
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Wow nice work! I loved the design of your giant as well, although for a giant he looked rather puny. Looked more like a goblin who wore his goblin style party hat on the wrong part of his head :P
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