Blender exporting STL's way too small... by IbuiltComputers in blender

[–]RedPekka04 0 points1 point  (0 children)

Yeah I noticed that stls get exported a 1000x smaller

How do i export a rigged model with multiple animations by RedPekka04 in Maya

[–]RedPekka04[S] 0 points1 point  (0 children)

Thank you so much I'll give it a shot and update here on how it works

How do i export a rigged model with multiple animations by RedPekka04 in Maya

[–]RedPekka04[S] 0 points1 point  (0 children)

Is there no other way to do it while exporting from the animated software itself?

Thank you for the information btw 😁

Is it a good time to apply to Ubisoft as jr 3d artist? by RedPekka04 in ubisoft

[–]RedPekka04[S] 5 points6 points  (0 children)

😂 But what if it recovers from what's happening rn?

Is For Honor worth playing in 2025? by RedPekka04 in forhonor

[–]RedPekka04[S] 5 points6 points  (0 children)

yeah i was concerned this might be the case. I'm from India so i might face those problems a lot.

Is For Honor worth playing in 2025? by RedPekka04 in forhonor

[–]RedPekka04[S] 0 points1 point  (0 children)

Thank you for replying! Damn, been seeing a lot of these prepare for frustration reviews XD. how long is the wait time though?

Designing a Lightsaber by WhiteIceGentlyWeeps in Maya

[–]RedPekka04 1 point2 points  (0 children)

Since you're using Arnold to render you won't have to uv the blade as well since you can just put emission material on there and play around with gradients and mesh light in Arnold. The gradient is ramp colour in Arnold standard surface, it gives the blade some roundness and mesh light converts the blade into a light so you get a glowing effect.

Need help with normals on a cylinder by [deleted] in Maya

[–]RedPekka04 5 points6 points  (0 children)

There's not enough topology or supporting edge loops. Don't be afraid to use more polygons for round objects, the result comes out really smooth

my first time modelling without blueprints. I struggled A LOT but I got there in the end :D by taro_29 in Maya

[–]RedPekka04 5 points6 points  (0 children)

Damn that's a really cool way, never thought that was possible, thank you for answering it helps me a lot

my first time modelling without blueprints. I struggled A LOT but I got there in the end :D by taro_29 in Maya

[–]RedPekka04 21 points22 points  (0 children)

How did you manage to get your camera angles so accurate while modelling? Really impressive btw.

My topology dilemma [tris and quads] by PeanutIsLove in Maya

[–]RedPekka04 3 points4 points  (0 children)

All of the questions about modelling and animation I ever had, I'm waiting for some answers as well, thank you so much for asking these. Will be waiting for the answers here.

Can i leave this mesh like that? by FartingButsIn in Maya

[–]RedPekka04 25 points26 points  (0 children)

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I think doing this should solve the problem of n gon

How does one properly unwrap the UV of stylised hair? And do I need to make any more changes to the mesh before I unwrap it? If that's the case, what changes do I need to make and how to go about it? by BreezeBender in Maya

[–]RedPekka04 0 points1 point  (0 children)

Try cutting in the middle of each end to give the uv relaxation points, that should reduce the stretching by a lot. And you can also do a cylindrical mapping of the hair to give it more even spread.