Thank you so much for this, I was trying to mirror info decals from decalmachine and the text was backwards and couldn't find a solution and this saved me
Pixar, ILM, DreamWorks and every other major studio both large and boutique have been modeling the wrong way for years now. There is no need to actually know HS modeling! All you have to do is render still images, mostly all sci fi shit then that's it! Forget clean topology which USED to be HS modeling basics - I mean ,shit, just boolean everything, then triangulate. Done. Those idiots who make pro game assets don't a have a damn clue!
It depends. If you just project the decal on your mesh, the uvs of the decal are separated from the uvs of the mesh (so no big worries here) But, I know some people that plays in the uvs of decals quite a lot to achieve different results. It never occurred to me so I don’t really have an answer for that.
Shrinkwrapping/projecting retopology to highpoly is standard practice. if the high poly isn't smooth then this would cause problems when it comes to baking normal maps, so make sure the high poly is smooth.
Haha I liked that! Very cute. CGBoost has some great courses. I haven't done cubic worlds yet but just got done with the first part of the sculpting course.
@@theogl that's a lot harder than that, you just stole the technique from someone else, but you don't understand the inner workings of it if you were to make it into a rig
Animating the chainsaw wasn’t the true purpose of this tutorial. I never needed to animate a chainsaw in one of my scene so I didn’t do much research on how to do it. Do you know how to solve this problem? If yes, share it. It would help everyone else.
No this course is only about making the model and the model not made to be animated. It is more for still render. But, you can learn how to create nice looking mech and then ( by yourself ) learn to animate and rig it
How do you do the sculpting? When I try doing it, it just deforms the mesh and it is not symetrical anymore and usually skimmed to only one side. Beginner here lol, sorry for stupid questions
Haha no problem, I was there not long ago. 1. Make sur that you have symmetry enable. By default, at the top right of your screen you have a butterfly logo. Make sure to check the axis that you want to be symmetrical. 2. Make sure that every modifier are applied before jumping into sculpting and apply the scale. 3. Make sure you have enough geometry to work with. Near the butterfly icon, click the remesh button and lower the voxel size and hit remesh.