Hi everyone!! This week I’ve been working on a solid blockout of the backpack to get the hard-surface parts right and establish a good foundation for the more organic parts. That way, I can transfer them to ZBrush confident that the proportions are correct. There’s still work to be done in ZBrush, but here’s a sneak peek…
Not sure to where to start in this thread, but I appreciate the tag Obscura! For starters, it's worth pointing out the ACES workflow is different for film/vfx and games. In fact, in games its not much of a workflow at all as there is little to no work involved for the artist. For film/vfx, there's more involved like the…
miauu's Transfer Edges Poly <-> UVW allows you to transfer(convert) edge selection from editable poly object to edge selection in uvw modifier(uv edges) or to transfer(convert) edges selected in Unwrap UVW modifier(uv edges) to editable poly edges. Poly to UVW transfer works with Editable Poly objects only. UVW to Poly…
On PC it is not so typical to cull on face level. Backface culling is basically a hardware feature, but frustum/occlusion culling not, you have to code your own algorithms leveraging GPU/CPU to do that. The static geometry of say good old quake/halflife levels indeed are culled on face level by CPU, prior sending to GPU,…
I have tried using Maya´s transfer maps but cant get it to work the way I want it for this. I have a Diffuse texture for my model, the UV for the diffuse is full over overlapping UVs and such so I want to transfer the texture to my second UVset which is all unique UVs, second UVset is meant for Normalmap and AO. I want to…
Ok maybe a bit OT, but what about animation costs (e.g. transformation costs). More vertixes would certainly mean higher transformation costs or is that mostly limited by the number of bones (and level of weights) anyways? And what about vertex animations (.md3) and those new Dx10 geometry shaders? Of course given the fact…
Hey guys! I'm trying to figure out how to transfer UVs between models with different topology: 1) Created high-res model in Zbrush, painted and textured 2) Re-topologized in Maya with Quad Draw, so it's a completely new mesh all together 3) Want to transfer UVs from high to low so I can use my normal and texture maps from…
Steam version is non-transferable, as it falls under the software subscription version. I am looking for something compatible with the 'Directive 2009/24/EC Article 4(2) Case C-128/11 UsedSoft vs Oracle' if interested in the legal details. EU only, I know that it does not apply to any other location, but for my usage that…
Post some screen caps of your transfer settings and the white line that shows up. Might help a bit more. :) As long as the two meshes are in the exact world position, Mari usually does a nice job of transferring via layers. I can't remember if I've transferred colour info before, but I've transferred 16bit displacement…
This is probably not possible, but let us see if there are more fluent users of Data Transfer modifier here. Goal: transfer the custom normal from this continuous piece onto these 2 split pieces You might not see it but the difference is normals on split pieces are not smooth like the continuous piece: I have some…