What software and modelling methods are we talking? For Sub-D/poly-modelling I would normally use the relax function on a vertex selection and constrain it to the surface. Sometimes it's necessary to insert extra geometry to 'stabilize' the shading. For low poly modelling there's also the option of duplicating the mesh,…
Hi. This issues has been with me for a while. I have problem when baking my hard surf. models. I've tried all methods and I still get Visable seams. This is using marmoset. I did the smoothing groups correct I think. I set hard edges. And I cut them. But I still get the seams when you're close to be visable. Is this a…
Yeah you dont need to remesh your zbrush highpoly for texture baking. You only do that if you need extra detail on the hipoly and cant get it at its highest subdivide in zbrush. If you want to bake details from the zB high poly onto a lowpoly version of your model you can do that in Maya bit that would mean opening the…
I took a look and nothing wrong with the model per se. I think mixamo and sketchfab just aren't supporting multi-materials per fbx. I'd double check the FAQ or write to support for sketchfab though - seems like they ought to. A couple issues with the model that probably aren't related but I'll note anyway: Quite a bit of…
I wasn't specifically taught that "you must be an expert in everything". It's just that its easy to get bogged down trying to learn a whole lot of stuff when you have no limitations. Things like overly flexible do everything rigging, facial animation, fur/cloth simulation, post effects, etc etc. Sure games can get as…
Hello Melvic, I'm no expert in Game Particle Simulations but I can tell that sometimes what you see as particles are just mere polygons with alpha image data on it. A tornado of leaf can be achieved with basic plane geometry primitive applied a leaf texture on it. They of course multiply the leaf by numbers, cascade it,…
I need an expert here. Or at least someone with more knowledge then me :) First off, I'm a beginner.. Here's my model. . . Now. . I'm having a problem exporting this into Cryengine properly. I need to set it up for touch bending, vertex paint, etc. I need to learn how to do this, as this isn't the only tree I want to use…
Props don't fill the UV1 fully so after I am done painting and exporting the first asset. I layout another models uvs into the remaining space and texture them too. My problem is: after I export the second models textures, now I have to combine their textures using photoshop. Since I export them with their RGBA channels…
So, I've been watching this video about Maya 2014 where the guy shows the use of the crease set editor. I have always "manually" softened or hardened edges and saved the results in quick selection sets. Depending on the asset that could turn into quite a lot of work, since the Selection Sets would only show up in the…
I created several blend shapes for my model. Some of them from scratch, some of them by merging other blend shapes. After export in .fbx names of some blend shapes changed. I imported this model fbx to Unity and to Maya LT and in both I got the same result. Some of blend shapes (not all of them) had different names. The…