This is what I do. Everyone has their own process. CHARACTER or complicated model: model (Blender): If you are going to be doing the tex work in substance then there is no real reason to start in Blender. For the base figure you can choose zspheres or dynamesh. sculpt / detail: Once you have a good base mesh unify it in…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
Cheers for the comments guys. BeserK - You are right about the doors, I based my scales off the character meshes and didnt test it until relatively late in the process. They are about forehead height at the moment which annoyed me at first. It IS gonna be portfolio so I will not punish myself but it was quite a shock at…
Heya - Indeed, good of you to ask. The reason why I asked you why you were making such an assumption is because putting clear words on why one believes a certain thing helps identifying where such a belief is coming from. Bit of a socratic dialogue so to speak. The problem is that whoever taught you that was 100% incorrect…
1. So you have a cylinder on the outside and a hexagon on the inside. 2. 18 sided cylinder 3. Create base shape 4. Select every third edge and rotate them 10 degress clockwise 5. Deselect those edges and select every second edge and rotate counterclockwise. 6. add Support 7. Add smoothing
first guess; select your cloth, in the properties, scroll down to Collisions change Quality, and Distance settings. select the Mesh on which you have activated collision (the object on which the cloth is floating on top) and change the Thickness Outer settings to a lower amount. Second guess; the cloth might have to few…
Would this do ? Just change the matLibPath to your needs, and dont forget the double \\. Select your objects and execute. tmpMatLib = loadTempMaterialLibrary matLibPath c = tmpMatLib.count sel = selection as array for s in sel where (superclassof s == geometryClass) do (s.material = tmpMatLib[random 1 c]) )(
Check this page out, you can do something like pm.polyNormalPerVertex(q=True, al=True) to get a true/false on a vertex selection. I don't know pymel too good, couldn't quickly figure out the best way to go from an object selection to a vertex to give you a little starter script, sorry.
The quickest way to check is to grab a single vertex (in the UV editor) and Select>Shell Border. Yes Polygons>Merge Vertices is the same as welding. If you want to see the UV borders in the viewport, with the object selected in object mode go to Display>Polygons>Texture Border Edges (adjust border display width in the same…
Hey Autocon, AFAIK you cant use a custom lattice shape (maybe through scripts or plugins) but you can try using a wrap deformer as JMYoung mentioned. Just create your proxy shape, and select the mesh you want to deform and shift select your proxy mesh and go to create deformers -> wrap