Try playing around with this pulldown dialog. Sometimes, for some magical reason the verts get positioned along a different axis than the UV, so you have to play around with it. I honestly don't know why or how to repeat it, but I believe if you switch to a different coord you will be able to get your verts back.
wowo crazy- does anyone know if there's some magical shader tech behind this? Otherwise it seems like the same artist would have to hand touch every texture so everything has the same look and feel. i could be way off, and its possible that is just concept art- but bits here and there look faceted and 3d.
I'm fairly new to photoshop and ran into this issue, that I'm not sure concerns the pen tool or the magic wand tool, but anyways here is the problem I'm running into. For some reason when I create a shape with the pen tool then turn it into a selection to fill it with a color, the border of the shape is always blurry, I…
I vaguely recall a couple tutorials about how to add randomness to tiled textures in UDK. For example to darken floor tiles in semi-random patterns. I think one was in a steam room, created for one of the contests here? Anyone have any links for tutorials like this? Not just vertex blending between a couple maps, but…
Most Recent: https://www.artstation.com/artwork/8yv4 The goal is to create a Stylised Diorama featuring some form of creature or entity bound by magic and chains in order to keep them in an eternal slumber. For this project I'll be using Blender, ZBrush, Substance Painter/Designer and Marmoset Toolbag 3. Feel free to post…
Hey guys, I'm wondering how its possible to force a web player level of compression to standalone desktop player Its almost like magic, web player crunches down to 20mb while desktop is 143mb and for the purposes of prototyping/testing looks exactly the same. Any idea how I can force such major compression, theres so much…
Hi all, Over the holiday break I dusted off an old sculpt and finished this as my first character of 2017. I wanted to create a high ranking cultist character who primarily uses scrolls and a rune etched sword to focus offensive magic. I had a good time working on him. I hope you like how it turned out. model
As the thread title suggests, I'm trying to find the magic numbers that'll get me a decent curvature map out of Xnormal. I'm getting something out but the results are too subtle to be useful. I'd like to get something similar to the vert curvature shader for Maya (sorry, can't find the link to it right now, search-fu is…
Hey guys, So I sculpted something in zbrush that ended up with no subdivision levels because I used dynamesh at one point. But I exported it into topogun to retopologize. What I'm trying to do is render my texture out but for that I need to import the retopo'ed mesh as a new subdivision level (lowest) on the high poly…