Ha, I didn't see your reply when I wrote (and tried all) that, I'm gonna give your idea a go, just to cover bases. And because I really would like to know the root of all this :P edit: Oh god, or I would if UDK would let me into the edit mesh window. 3am is not the time for this. I'll try later when I am more sane.
Here's an update! A lot of the reason why I've decided to do this type of character is because I want to focus on getting better at modelling skinned flesh in zbrush. Any critique and tips would be really helpful! [EDIT] image removed by imageshack... i'll take that as positive feedback.. :P Here it is with some censoring.…
Ahh screw-it. I had some extra time this morning, so here is a mini tutorial, that is 3dsmax specific. Note1: All of the edit poly operations (steps 5-8) can be done in a single edit poly modifier, I did it in separate modifiers because it was easier to screenshot. Note2: The last three steps (10-12) are only needed if you…
It's a mystery to me why the UV editor can't use the same format as editable poly. 1 for vertices 2 for edges 3 for borders 4 for polys 5 for elements/uv islands And any shortcuts you have set up in editable poly that can be used in the UV editor should match, like target weld, collapse, select loops etc. That includes…
I think it's already part of Maya LT However I do remember a few reasons to not use subdiv creasing. If you deform/animate a creased subdiv model the creases can behave strangely where bevels and support edges are very predictable. Also editing a model with creases may mean you have to do a bit if extra work to fix broken…
could make an image thats 32x32 px or whatever the resolution of your 1 grid size it, then Edit - Define Pattern. Then create a new document at target resolution, and Edit - Fill - Pattern - Select your pattern. Or what I prefer in the Layer pallette - Create new Fill or Adjustment Layer icon at bottom, select Pattern -…
Unlimited Clay in Blender looks promising... http://vimeo.com/user2527032 Blender only needs a reduce brush,better support for graph tablets (in the recently published beta version it wasn´t really good..) and a option for adding detail where you need it... (yeah you can go into the edit mode but it slows your workflow…
I would look into using Substance Designer 5, it is very easy to create tillable textures using it. If you are absolutely set on using Photoshop, then any hand editing you do has to be done to the height map, which you can then convert to a normal map using any number of available plugins or programs. What exactly are you…
[ QUOTE ] Could be both on screen ala edit poly mode (1084 quads not tris)....not sure if maya has the same bug as max had but that makes the most sense. [/ QUOTE ] Its not a bug, it counts POLYGONS if you bring out the counter from utilities it can count both polygons and triangles. In edit mesh all polys are tris so…
Ohh, that does sound cool. I thought it was, each area only had 4 hours to be completed for good and then you had to start out a new area. This sounds a lot more like the PC stall thread now. Just editing in shit, with a decent time buffer to make sure edits of the same area don't have to be discarded or otherwise merged.…