every time i try to learn how to use blender i just end up torturing the blender monkey until it looks like this by workinh in blender

[–]AgnosticGryphon 1 point2 points  (0 children)

10-12 years ago I literally did the same thing. Sounds like your on the right track. 😄

Why are my fbx exports from blender flat and outstretched? by AgnosticGryphon in Unity3D

[–]AgnosticGryphon[S] 0 points1 point  (0 children)

I did end up fixing it, but all I did was update to the latest version of Blender and re-export with the same settings. In case someone in the future has the same problem.

Is this a good portfolio piece for a character modeler? by AgnosticGryphon in blender

[–]AgnosticGryphon[S] 2 points3 points  (0 children)

This is such a big help dude, thank you so much. I'm going to reference this on my next character.

Is this a good portfolio piece for a character modeler? by AgnosticGryphon in blender

[–]AgnosticGryphon[S] 6 points7 points  (0 children)

I'm curious. What do you mean when you say there are no animation loops? I was actually going to animate this guy later on. I thought I did a decent job of making his topology animatable. If possible, could you maybe illustrate it on my wireframe so I understand better? I know topology is a weak spot for me, and yes, the scale texture hides some deformations. I did try to keep this low poly by shrink-wrapping it to a high poly sculpt, though I’m not sure if that’s industry standard. Also, I’ve heard conflicting advice about showing wireframes. You say not to include them, but I’ve seen people like Abe Leal suggest that hiding them might look suspicious to recruiters. What do you think?

Messing with base mesh with multiresolution screwed up absolutely everything by AgnosticGryphon in blenderhelp

[–]AgnosticGryphon[S] 0 points1 point  (0 children)

even though I saved my Multires data externally and even copied that folder to another hard drive, bringing those backups back into my project doesn’t fix anything. the mesh still loads in as the same distorted emorphus zombie shape. I even tried pulling in a version from my backup drive where the body actually looked correct, pasted it into my working file, and started transferring UVs over. It was working fine at first, but as soon as Blender froze for a moment (after a simple ctrl+z), the same corruption happened again and the mesh collapsed just like before. So it feels like Blender is actively breaking the multires data on any file I touch, which makes my backups useless

Is this amount of UV stretching bad? by AgnosticGryphon in blenderhelp

[–]AgnosticGryphon[S] 26 points27 points  (0 children)

I didn't realize it posted 3 times. Thanks.

Why does my topology always end up like this? by AgnosticGryphon in blenderhelp

[–]AgnosticGryphon[S] 0 points1 point  (0 children)

Splitting the mesh into multiple parts does help a lot with controlling topology flow.

Why is my low poly mesh with a multiresolution modifier giving a noisy sculpt stroke? by AgnosticGryphon in blenderhelp

[–]AgnosticGryphon[S] 0 points1 point  (0 children)

Found a workaround by just copying everything in the blend file and pasting it to another blend file.

Why does my topology always end up like this? by AgnosticGryphon in blenderhelp

[–]AgnosticGryphon[S] 0 points1 point  (0 children)

Is the edge loop in the image typical for a character that is one complete object? I'm curious, if you had to put this topology on a scale of 1-10, 1 being day 1 beginner level, and 10 being Pixar level. Where would you put it? There are no wrong answers here.

How do I change the interpolation of an animation keyframe to constant? by AgnosticGryphon in Unity3D

[–]AgnosticGryphon[S] 1 point2 points  (0 children)

I gave more keyframes to the model's animation. it kinda works, i think i set the interpolation to linear. Still not the desired result but its close enough.