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.
I am trying to extract a character model from a unity game, and I'm fucking failing. got the asset files, got the obj files from ninja ripper, got the shaders, the dds files, but this stuff is like chinese common core algebra to me.
So, bounty time. I have DAZ Studio 4 Pro ,Bryce 7 Pro, and Hexagon 2.5.
If someone can help me get this goddamn model done, you can have the software here.
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.
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.
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.
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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