Removing it is not an option for some people, for example silverlight depends on it. An older version of my tool removed it and i made a new one just for the fact that some people needed it ;) Edit: Maybe i´ll finish my newer version which is easier to use and faster. Unfortunately i didn´t have time to fully finish and…
Did a little bit tonight to get a better feel for adding more details. I have since removed aome of the slashes so i can add them again with pieces of the cover around them removed. I also am maing the corner pieces center a but deeper and adding some noise varyion to the center. Then i will give it a more worked feel
Had no possibility of actually working on this during breaks last few days... so here is the update! it was mostly mustache, neck fixes, some small tweaking, removing eyes (they became part of the brush somehow), moved the forehead forward a bit... that kind of stuff and since I had to move to max in order to remove the…
There is now a new release of nDo (http://philipk.net/ndo/nDo.zip), including the following changes based on your feedback: * Tilable normals - nDo asks you if the map you are converting is tilable, and reacts accordingly * Close button (mac user request) * Remove button (to quickly remove the currently selected normal)…
Nice:) The workshop turned out pretty great. Kudos to Spark (and Austin if he's floating around here) for some great presentations... Picked up a few new tricks... ctrl-remove button removes edge loops with verts at the same time... and ctrl alt space 1 grabs the luminosity of an image in PS...who knew... probably…
Alright, I have tried to keep this in mind. It was a little heavy. I wanted the character to come in under 3k. 5k with clothes and accessories. I have added more geometry to the hands. I know this is weird. Not sure how it happened. Just alien physiology I guess. ***image removed*** Here is a test with normal map and some…
By adding yet another edgeloop to make the tri to a quad. Or by merging the vertices together to remove the faceloop that ends in this tri. Or you add an SDS layer, then this tri turns into quads, with a pole. Another question is if this tri makes trouble at all. When this is a final geometry then you might just be fine…
Blender Head Studios – a 3D Animation & Asset Creation Studio. I’m a 3D Generalist running Blender Head Studios, a small studio focused on real-time friendly, production-ready work. What I do * 3D product & service explainer animations * 3D education & training videos * 3D asset creation for games, VR/XR, and real-time…
Overall the programs are pretty similar but a couple things irk me. If it isn't achievable in Maya maybe there are plugins which do these? * Is there a way to replace marquee tool with lasso (and still be able to select by clicking) * Is there something that makes deleting components easier? (Not being able to remove…
I'm a bit stuck with this modeling prob. Trying to remove a 1/4 sphere out of the corner of a block then sub d'ing. Before doing anything there's a 10 edged pole at the base. Removing every second edge still leaves me with a 6 edged pole. Capping it like I would a cylinder doesn't seem to work well. How should I tackle…