Hi guys, I have just released PolyUnwrapper 4.0. http://www.polytools3d.com/polyunwrapper What's New + NEW Multi Stitch. Stitch Multiple Shells at once + NEW Packing algorithm and tools + NEW Tool for matching the Shells Width and Height + NEW Grid Spacing and Show/Hide Grid button + NEW Render Offset UVs + NEW Cycle…
This is my first time exporting from maya into UDK. I have tried many things and I feel like I'm out of options. I am using maya 2010 64 bit and the actor x 2010 x64 plug-in. Here is what I've tried. - I have removed normal information in the mesh and export - I have averaged the normals and export - I have set the normal…
I posted this question in a render specific forum, and whilst I got replies from pros, it's five days later and I'm still stuck with this. I'm hoping one of you guys can help me to get it. I want to get clean cut-out alpha passes (ObjectID or Matte passes specifically) out of Max, to use as masks for adjustment layers in…
Greetings! This is my first time making a model that will utilize morph targets, and it seems that once I set them up I won't be able to easily touch up the model since verts can't be added or removed, so I'd better get it right at the beginning. Not only that, but the base model is to be androgynous so that it can be…
Greetings all! I would love some feedback and advice on this WIP I have. This is the first "big" thing I've tried in modo and the first time I've tried using subD's. At the moment I am only trying to create a good looking model. Later on I might try and make a game version of it. I would also like to try…
As a whole they are an impressive amount of work! Anyone who can bang out this many props in a short amount of time deserves a pat on the back, considering most people work on a mailbox for weeks/months and they don't look nearly this good =) Crits: (don't be scared by the amount of text, they are all tiny and aimed at…
Hey all just wanted to show off a quick model I made for my kid. Its a unicorn piggy bank. I modeled and hollowed it in zbrush with the shell being a thickness of 1.6mm, then made the supports in maya which led me to the only issue I actually had with this project. An apparent glitch with slicing program Cura. Cura…
After taking a few months off Unreal5 because it was more depressing than writing my own engine and using godot .. I'm back to see if 5.6 can actually do anything useful with large worlds... First impressions are that it's much more stable and performant in editor a - which is huge cos 5.4 was an absolute bag of shit. A…