EDITED... found some good tutorials on Maya that explains the new features added to rigging tools in Maya...had no idea using the settings window of the paint skin weights,u can select vertices,edges or faces and the joint and finetune the weights like the component editor.
Just make a small bevels on tiles edges by curve node before slope blur of whatever you have used for edge erosion and they wouldn't be looking so harsh and vertical cliff like
Hey folks, many thank for your help, especially to Noors! It turns out that the normal maps need to be processed with certain software to work properly with their material, also textures needed to be flipped vertically.
Here's a simple example, from left to right we have: High poly Low poly Low poly with regular sub-d and displacement map applied And this is the baked height map. Note now the vertices in the low poly mesh create darker values, this is because they extend past the surface of the mesh. When the result is displaced, these…
Hi there, I suck at Rigging so I've been doing a lot of tutorials to try and learn and get used it it. Recently, I branched off for a bit to try and make a model to practice what I had learned and wondered how to 1) make a character stylized character with clothing and hair (since I haven't done quite done that before with…
actually i thought about projecting cylinder normals on the vertices, but i didnt figure out yet how to. thanks i will try this in the near future. currently i am using blender.
I have designed a weapon but the particle fx is so strong. i searched google but there's no current info abt this. I aligned the vertices but the outcome is still the same. what should I do with this?
In terms of stylization, a less defined chin and a tiny bit of vertical squash on her face porportions would work. The face itself doesn't have much definition besides the overall shape, and that's by design.
Looks like a lighting problem. Did you mirror the geometry in Unreal? Not sure how to fix it if so. If you mirrored it in Max then you just need to weld the vertices together after mirroring.
It's just lofted splines. If you look at how a real wicker basket is made its a series of helices (plural of helix, I had to google it) woven back and forth between vertical strips.