Well yeah I get that - I'm just saying there don't seem to be tools aimed at us, the goal of the tech bros is much loftier than to provide a mere automation here or there for stuff we already use. These tools and the associated cost are also in flux so much - where do you settle on seriously developing software around it…
That someone was probably me(if not I've said the same/similar things many times). Main benefits: A. Better uv usage. You waste less space having to uv parts of the mesh that are partially/completely occluded, and you can have more continuous uv layouts which are easier to paint on(less uv islands). B. The less unique mesh…
In many ways Zmodeler is very similar to the Zbrush retopo tools. Artists with a very high level of "Zbrush tolerance" (=not bothered by the cumbersome subtool system, the slightly irritating navigation scheme, and many other little things) will probably power through it just fine and manage to produce great stuff with of…
Hi guys, basically i was following this tutorial on the flipped normals youtube video. https://www.youtube.com/watch?v=VFAfqW0Zlqk&t=393s&ab_channel=WisEngineering so at the 12:10 minute mark, he merged the vertices together so it would be connected at the seams. But when I merged the vertices on my model, the UVs actually…
the main point is that you can very easily resurf across object and works quite well. the secondary point is that decimation and merging is not only always possible but usually the best approach. you can tune your overall polycount to a manageable size and merging decreases the amout or memory used and the amount of…
This is a HUGE time saver (made for 501 still testing on 801), it's and ALL in One tool Big thanks to Peter Respondek for this tool :thumbup: T-Junction Repair [ame=" https://www.youtube.com/watch?v=q31owii2DW4"]Remove T-Junctions - Modo Script - YouTube[/ame] Merge Polygons…
I didn't watch the videos, but two practical approaches would either be to model a "hair helmet" first and split that up, or model one strand, make UVs for that and perhaps even texture it and then assemble/merge your helmet from that while adjusting the models and textures (after rebaking to indiviual UVs) as needed.
I feel like this is supposed to be a really straight forward procedure. What are the conditions in order for this to work? I'm just doing in Maya 2017: 1.select UV of the UV I want to merge with context menu > UV > drag and select all UV vertices in UV editor 2.select "UV Sets" at the second to last menu option in UV…