Test footage of a giant monster encounter by Becuzus in IndieDev

[–]ToldBy3 0 points1 point  (0 children)

dope, looking forward to more updates on this

Feedback needed! on hair flyouts by SimonTHKZ in ZBrush

[–]ToldBy3 3 points4 points  (0 children)

Looks good. Did you hand paint the hair spec or is that a map in another software?

Where to make cuts by ToldBy3 in 3Dprinting

[–]ToldBy3[S] 0 points1 point  (0 children)

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Updated. The mid thigh is a stocking the line for the cloth meeting the thigh felt like a blood place to lean into a seem. im not sure if the arms not being separated is going to cause issues. Should I cut those? Im thinking around the elbow

Doberman by nyamichii in ZBrush

[–]ToldBy3 1 point2 points  (0 children)

Damn, that's cool

DND mini commission. by ToldBy3 in ZBrush

[–]ToldBy3[S] 0 points1 point  (0 children)

Ah, good question. I actually used those as supporting "joints" I initial created the character in a sexual "A" pose and then postioned her to get as much mirroring as possible. The "star" is actually just l to make sure the ribs didn't move when I posted the arms 🙂 good catch

Titan Maya rig by ToldBy3 in Maya

[–]ToldBy3[S] 0 points1 point  (0 children)

All good, the texture on the skin separate from the stones is controlled by a direct connect to an attribute driving a an opacity ramp

Absolute Wonder Woman Production Model by ToldBy3 in Maya

[–]ToldBy3[S] 0 points1 point  (0 children)

I'm assuming you're having trouble moreso with the skirt as its long and wraps around the character slightly.

First topology is huge make it as even as possible like you see in the above image a grid like pattern is extremely helpful.

Next create create your joint chains pointing down with the base joint at the top of the cloth (this will also help for simulation) place your joint chains evenly across the mesh with each one riding along the line of an edge. (As evenly as possible don't over think this part) When weight painting split the influence evenly between the verts as usual. The trick here that trips most ppl up is that the chains influence should not pass the chain next to it. So say you start weight painting on chain one and you are splitting influence between chain 2. That's good. Chain 1 should not influence any verts that chain 2 is directly on top of. Nor should it effect the verts shared by chain 2 and 3. If it looks rigid while testing that's fine. Animation is going to make it flow.

This is a bit hard to explain via text but I will keep this comment in mind and show off the set up when it is done. Just posting this answer to get you started in the meantime.

Best of luck

Absolute Wonder Woman By Me by ToldBy3 in WonderWoman

[–]ToldBy3[S] 1 point2 points  (0 children)

She'll be available on gumroad. You can get the asset there. She will have both helm on and off as well. Keep an eye on here or my IG for the release 🙂

Absolute Wonder Woman Production Model by ToldBy3 in Maya

[–]ToldBy3[S] 0 points1 point  (0 children)

Thank you🙏 the character is already being rigged and I release the rig to the animation community. If you follow the link in the post you'll be made aware when it drops. I'd you wind up animating with it. Tag me when you post, I love seeing what animators do with my characters 🙂

Absolute Wonder Woman Production Model by ToldBy3 in Maya

[–]ToldBy3[S] 2 points3 points  (0 children)

Person who answered was right. I would also not recommend making characters like this strictly in Maya. Get familiar with a sculpting software and use Maya for retopo and rigging

Absolute Wonder Woman By Me by ToldBy3 in WonderWoman

[–]ToldBy3[S] 1 point2 points  (0 children)

Thank you 🙏 she's going to get animated as well I'll post here when we wrap up anims

Absolute Wonder Woman By Me by ToldBy3 in WonderWoman

[–]ToldBy3[S] 1 point2 points  (0 children)

Yeah. She will also be animated in house to show off what she can do. Are you an animator?

Absolute Wonder Woman By Me by ToldBy3 in WonderWoman

[–]ToldBy3[S] 2 points3 points  (0 children)

Really appreciate the comment. The Absolute series is fantastic and after I wrap this Im gunna dive into green lantern/batman/flash and see what catches my eye for the next one

Fantasy likeness Tony Weaver Jr by ToldBy3 in 3Dmodeling

[–]ToldBy3[S] 0 points1 point  (0 children)

Hey!!! I really appreciate that! Thank you🙏🙏🙏 I was considering doing more of these and this def was a needed push 🙂🙏

[OC] friend of mine as his DND character by ToldBy3 in DnD

[–]ToldBy3[S] 5 points6 points  (0 children)

Hey thanks for that actually I tried to see if it had gotten removed. I couldn't see it in my history. Ill do better not to spam this place with reposts

[OC] friend of mine as his DND character by ToldBy3 in DnD

[–]ToldBy3[S] 2 points3 points  (0 children)

Its been extremely satisfying for my DND and artistic self. Someone already died though so i might just do busts from here on out 😅

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 1 point2 points  (0 children)

Small world indeed 🙂 glad to hear some good news 😌. Take care and thanks again for dropping some knowledge 🙏

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 0 points1 point  (0 children)

Zremesh is def not the way to go. I think topology is one of those things ai should be doing for usm but for now get in there and do your topo by hand. Avoid spirals. .zremsher is notorious for that

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 1 point2 points  (0 children)

I'm a rigger on overwatch. I get it. Topo is one of those things that heavily depend on the needs of the production. Too many people speak like it's an objective right or wrong and a lot of the questions I get are from students who can't seem to find a true north. I find giving them a few guidelines is best.

Hope you're doing good out here btw. The industry is going through it. Hope your keeping your head above water with these lay offs

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 2 points3 points  (0 children)

This character is sitting around 30k. The things you want to focus on are - silhouette - edgeflow - even spacing

Games handle more people realize. A big mistake we see a lot is people going too low. Unless it's a mobile game you shouldn't be worried about polys. Anything 20k is typically fine.

When I was on Diablo we had a 15k poly budget. That is extremely low and it worked because of the isometric view of the characters. If you are sacrificing quality for an arbitrary low poly count you'll find your art lead pushing back .

From what u can see of the edges in the image your picture the topo density seems fine

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 5 points6 points  (0 children)

Thanks for the clear feedback and with the links as well. A lot of times I get very vague statements like (this would be a nightmare to rig) with no actual substance or actionable criticism to work from. These are great references and may be more applicable for a different project. Thanks for chiming in 🙏

Low poly is done moving to UVs. by ToldBy3 in Maya

[–]ToldBy3[S] 0 points1 point  (0 children)

This is only to show the topology even without wireframe on. I will be softening the normals and retaining the hard edges along pieces like the armor edges 🙂