Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
max 8 relax owns microcan.. So no need for that one imo. Maybe try reset x-form for the model? sounds like it has some messed up transformations when the poly's act up like that. You can also try hack it and flip the uv-piece in the uv editor and then relax
hmmm, can't say i've had that happen. i'm playing on 360 and the only thing close to a glitch i've had is losing your chaos form when the camera cuts to new bad guys entering an area (even when you've just transformed). i wonder if installing it to the console would help?
Came to the boards around the time Q2PMP transformed into Count de Polys, then to #md at the time of the CuteDoll contest only to have my cute doll not do very well. I got some great crits though from Mal, Gwot, and James Green so I stuck around for more abuse
The Skin Wrap modifier could be interesting, too. If you used Skin to bind your mesh you could even transform the Skin Wrap to a Skin modifier if you need it for realtime-purposes. Never tried this, though, since I still use Physique. But I will have a look at skin as soon as possible.
You mentioned the baked maps will show incorrectly with the new uvs - the uv transfer will solve that by transfering all your baked maps to the new uv lay out. I was just mentioning if you wanted to ever rebake or adjust textures, then you'd always have to transfer textures as an extra step - since substance painter is…
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
It's not to do with triangulation in a strict sense. I think this issue is that sometimes the vertex normals are locked and aligned to some worldspace transform or otherwise just broken in some way. when you wrote you can't even assign smoothing groups to the affected areas is a clear indicator the normals are locked and…
Yeah, you can create a 2048x2048 square as a background and then create the shapes of the door with shape and transform nodes. Could just be a generic flat background if you're pushed for time or if you're up for it you could go for something more elaborate, such as what @Freezy Demon has above (which is amazing by the…
Very nice, having him transform as he gains power from Feast was a good move. edit - The extra armor and spikes aren't bad either, they do give him a wider and bulkier appearance. It's pretty cool seeing his chitin plates unfold and split as his body grows beneath them though.