- Texture update. Added some materials and detail to the model, Looking alot better I think. I'm no expert in SP as I only started using it for the first time last week!, But its fun adding different materials to break up different parts. Screenshot taken from Iray in SP. Screenshot taken from inside Marmoset Toolbag. I…
THanks for the reply oglu! It turns out that there was some corruption in the UVs as I exported the mesh from Zbrush. This error happens in Zbrush too! I deleted all the images that I got out of mudbox but I had made a post in ZbrushCentral regarding this and these are those images the exact same thing happens.…
Hi! It's good that you chose XSI. We definitely need more XSI people here Although I'm no expert I know one thing which may cause this. If you draw the bones on the ground and then rotated them, you may try re-drawing your chain in the standing position. And this may also be the classical y-up/z-up problem but I think it…
Hi I came up with this addon while working on my recent project. "Export to FBX" button allows to export models to FBX with proper transformation and preserved smoothing groups. It also sets the pivot on the lowest vertex and provides the possibility to export as one file or multiple files. "Convert map only" button…
Hi Bugo, Like kodde showed, Maya does dynamically choses the 'shortest edge path' between verts when ngons are deformed. However if you have a 'static' mesh in a tpose looking fine before triangulation, applying a mesh>triangulate wont change the surface (no edge flips), it will just make everything into tris. In that…
Hey guys/gals, I wanted to clean up an OBJ/FBX file that was from photogrammetry, now it's triangulated and very high poly so I'll rebuild the geo on top of it so it'll be quads. The major issue I have is baking the color information from the very high poly mesh to the low poly one I will create. Can anyone shed some light…
So what I'm trying to do is a cartooney type render. So What I need to do is take several components of a render and make them in to an individual layer. I'm assuming ill do this through material IDs render. Basically what I'm trying to achieve is to have certain parts of the character, be a pattern, that stays stationary…
MSN chat would be preferred. Let me know if you use it. My team and I are just discussing what our specs should be and number of bones came up. We decided we needed a new dedicated animator, but even just having someone to chat with about this subject would be helpful.
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
I fear you are beginning to take this discussion personally; which is not my intention at all. I am firmly convinced that you have made a mistake in setting up your grid/export which I would like to sort outespecially if one of us happens to be spreading misinformation to other users. I'm sorry if it seems like I'm…