I had that maxscript which copies vertex color into vertex uv (for max 5.1 and up) I will have it working for animated unwrap modifier copies later this day. so valid source or destinations are: vertex uvw, illum, alpha, color, current unwrap modifier
Got a quick job to do. Either I am not applying the shrinkwrap modifier correctly, or its busted in the release candidate version of Blender. I'd like to use 2.8 so Im wondering if there is a version I can download where the modifier works. Cheers
I want to 1. Wrap modifier my retopologised mesh with my low poly base mesh for the sculpt in maya. 2. Sculpt and modify the base mesh in zbrush. 3. Then update the base mesh in maya. This will enable me to make some meshes and also helps in the wrinkle map pipeline. Any ideas would be useful.
EDIT: Figured it all out. Basically I forgot about Keyboard Shortcut Override toggle (button beside snap) for when I want to unwrap a model. Also, I figured out how to make my modifier sets, its done by clicking the button beside the trash can in the modifier tab!
In 3ds Max I would use a Poly Select modifier to select the loop, and turn on Soft Selection. Add a Morpher modifier and load the original morph target. Then adjust the soft selection falloff to adjust the deformation of the nearby mesh.
for those of you who have trouble picturing what I'm trying to do: basically I want to combine the brush interface like the one of the hair and fur modifier with the possibility to grab the handles of normals in the edit normals modifier
I knew you needed two texture channels before exporting from max, but the problem is that they have change it in 2013 that you need to use a modifier, it not where it originally was, so yeah, the modifier is called Material, if anyone was wondering.
select the polys in Mat ID 1 then unwrap it so it tiles properly, then collapse. Repeat for the rest of the sections. opps yeah i would use the UVW Map modifier instead of trying to do it manually in the Unwrap UVW modifier
These? I would say 'modelled' might be somewhat subjective in this case, more like modified? Did you make the clothes yourself? just to be clear, I'm genuinely curious where the dividing line is between 'modelling' and modifying pre-bought assets is?
Hmmm... but isn't Mesh Deform modifier the equivalent to 3ds' Skinwrap? https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/mesh_deform.html That being said I do find it quite lacking in comparison - both in terms of available control and performance, at least in the version I'm using.