So I have been kind of researching about workflow issues in zbrush/scupting in general and the main sticking point for me is that say you 'finish' a sculpt and are relatively pleased with it, that's one thing - stage 1 achieved, lots of fanfare etc but then a week later you start to think hmm it's not as good as I thought…
Thanks jhoythottle and Makkon! I took the dynameshed part into max and did a clean retopo in max.. set the smoothing groups and put 2 turbosmooth modifier on top. first tubrosmooth modifier is set with smoothing groups on and the secon turbosmooth modifier just to get a softer edge all around. after that brought it back to…
I believe I see the issue. Notice how on some of those verts the green tangent line is going to the left, but on other's its going to the right? That's going to cause some interpolation errors in the overall math even if the normals are all in the correct direction, and will still be visible in a normal map that is…
Haider of Sweden please rename your original "Macro_UnwrapUI.mcr" to "Macro_UnwrapUI.mcr.bak" and then paste this one "Macro_UnwrapUI.mcr" (the modified one..) I modified the script to use Max 2010 new UV features that's why bottom panel is there. Also i am still working on selection bug which will be resolved very soon..…
Hey man, its a great tool! The only thing is... I wish there was a way to select multiple splines and add a single primgen modifier. Currently if you have lots of splines (like with hair) you have to go thru one by one and apply the primgen and settings and so on, which is super time consuming if using many splines. Is it…
a number of ways you could do this: 1. collapse everything down (all objects, so they're just EPoly), then delete the offending polys from whatever object, then re-select all your objects and re-add Unwrap UVW modifier. 2. add an Edit Poly modifier on top of whichever object has the offending polys, use this modifier to…
I couldn't make it work either. Seems that the bend modifier doesn't affect the transform matrix of the objects directly. So I wrote a quick script that will place an instanced light at every point in a spline. Don't know if that's really what you're looking for, but it might come in handy. Create a spline with two points,…
Hey, here's what I think the problem is. I have my lo res unwrapped mesh, instead of importing that into mudbox, I first started sculpting all the non organic details in max like armour panel seams (all the details that need to be accurate) So I think in that step I messed up my UV map by adding more geometry underneath…
Yes it is. The workflow have been something like this: 1. Setup the reference image plane with the full rifle side view posted in the main thread. 2. Created a plane in the side view and reproduced the silhouette plus some reinforcement edges around the whole shape and some additional lines relative to main details like…
is this the famous issue where people dont get it that.. you have to click the >>reset << button on the UVW unwrap modifier in order to really enter/edit the #2 channel. many people including me did not get it until someone here pointed it out. So if you want to create a uv Channel #2 do: - add a unwrap UVW modifier -…