There has to be a better way to animate this that doesn't take a full day of work. First, see the example image attached. Secondly, let me explain what it is your looking at. That purple wireframe model is a tab that I'm pulling off an adhesive patch revealing the sticky part underneath which is dropping down onto the…
Well, that's precisely why I was mentionning earlier that some of the confusion in this thread might be coming from where you are in your learning of polygon modeling in general. This (and the weird question about the ears) 100% confirms it. And again none of this relates to "old" or "new" models (beyond the fact that…
Hello all, I am looking for advice on how to proceed with retopologizing (remeshing?) this mesh for in-game use. An explanation of the following image: 1. The high res mesh from ZBrush 2. The low res basemesh. Basically a cylinder conformed to the surface of the high res. 3. The two meshes together, showing the areas where…
Yea I agree scripting it would be a good way to go if you know what you're doing. If the huts are instances or clones, you could use the object paint tools. Load them up in the library and click/paint them into place. If they're all individual that probably won't work that well... There was a plug-in called "Glue-it" I…
Confirmed that this is a padding issue, but also the baker not handling some UV islands well such that it needs to go into padding. Any idea when this 5 year old bug will be fixed?
Hello Joakim. That Curves tool in Photoshop is performing a mapping of the colour values. You plug in a value A and it outputs a value B. In mathematics, the name of the device that does this is a "function." In order to transfer that Curves tool to a pixel shader, you need to devise a way to input a value A and get a…
Do you mind if I use this thread to post whatever bothers me about Blender as I try it out, Daaark and other Blender-users? I was trying out a 2.5 build last night (that windowing system is slick as shit), and there were a few things that bugged me, so I thought I'd like to hear the reasoning behind it, or any…
Okay, can confirm that it's not an issue generated from importing/exporting. I believe it was intentional; I've just replicated it on my own model. :) I had to manually snap each point to the same point on the below shell as they didn't stack 100%. But then I just selected the centre cut and sewed it back. :)