I would like constructive cricitism on my recent sculpt. First I'll explain the process of my modeling in hopes that people can give feedback there too (like if I've done a certain step inefficiently) The character I sculpted is from Re:Zero Regulus Corneas. The main reference image and the pose I followed is here. However…
Hi! I wanted to ask about an issue which occured to my normal map through baking in Substance Painter (2024). The UV seams of my mesh are clearly showing, which doesnt let it be solved through using triplanar projection, using Smudge or Stamp Tools or a brush. This tex is baked in 4k, but will be still too visible for the…
Hi again, So I've done more tests and I think that what is going on is an exporter issue. When exporting to .fbx, if I leave the option to "split per-vertex normals" unchecked, then I don't seem to get the same problem with edges showing up on the model. I've imported it into UDK and fortunately that seems good too.…
Hey, I'm no expert in zbrush but I've come across that issue once : I found that with the noise maker you can wrap an alpha around your mesh, even if it's cylindrical. But you do need proper UVs. Once you exported your character inside Zbrush, go to Noise maker / click on UV so it wraps the pattern around the UV, and click…
3dgamestudio supports md2 right? i cant find the link anymore so i have to post the code... ^^ edit: its maxscript so copy/paste it into a txt file and rename it to md2export.ms than put it into your scrips folder of max and have fun <font class="small">Code:</font><hr /><pre>--MD2 Exporter --Version 1.01 for max 4 --Adam…
I'd like to export it so that I can blur the maps while having control and not having seams. I'm not sure if UDK has a feature for bluring cube maps (with decent control) or not. As far as export, I originally tried to export the cube map texture itself but it seems there isn't an export option for it (there was an error).…
Yep Sub D is was increases the polycount of the model IF you use it. That's what makes the model so smooth. But yes you COULD go about doing convert> smooth mesh, but that's not ideal since you'll lose your original mesh unless you duplicate a backup. If you want to just be able to select your Sub D mesh and export it…
Alrighty, revision: The only vital thing your .smd needs to know before export is where the material files will be in relation to the game directory you are going to put the .mdl in after compiling. And it needs to have at least a generic material attached to the .smd on export? And it will find the actual textures later?…
Everything was going great until Marmoset 1.10 tore my rig and animation to pieces. I spent 2 days following this tutorial to rig my creature in Maya http://www.digitaltutors.com/tutorial/1371-Rigging-Quadrupeds-in-Maya He uses some kind of "flexi" rig system that relies on nurbs deformation and even a bit of n-hair I…
I get really wacky results + no self shadowing as in your results. For now it´s just a video since I obviously have done something wrong !? (previewed ingame) https://www.youtube.com/watch?v=Wvr2AYAcr6g Mari 7.0v1. Is there even a gltf exporter in Mari? Hard edges are visible on the hard mesh. Toolbag 4.06; Spheres look…