I haven't spellchecked it, so sorry for mistakes and errors in advance :) Let's Rock ! ALPHA HAIR TIPS & TRICK & BITS So here I am, sitting in front of my computer, TV is on and a beer at my side. Everything is set so I can start writing this thing. As for now I have absolutely no idea if i'ts going to be a packed wall of…
Yeh, I mentioned the bit about the legs in the previous post, I fixed them by enlarging the cage (change translate axis to move along normal in vertex mode). I'm not sure why it won't work for you. I noticed that other part too, but I didn't really look too closely into it.
@Axi5 wow man why didn't i know that. So lets say i want to make a CAVE with really nice background cave walls. I already make the cool procedural textures in substance designer. Then what i need to do is just make a deformed plane following the outline of the cave, and apply that material in marmoset?
Transpose master or using goz on multiple subtools at once are probably the easiest ways to do this kind of thing. There's also a way to export an .obj from transpose master and then reimport it, but all I really remember about it is that you have to be very careful about vertex order. For the ends of clothing, I too…
This is me left clicking in negative space. The error occurred after i turned off the live object tool and attempted to move a vert with the move tool on the x axis. It's like disabling the make object live option makes ALL left clicking activate a random marking menu. But seriously, has no one else encountered this? When…
I also rendered it in Marmoset. I flipped Red&Green and normals became fine and proper. When I inverted Y axis, it started look like in 3ds Max 2012. In Max none options (flip/swap in material editor) can help :( Does anyone know where the problem is? Is something wrong with mesh or may be uv's?
Thank you for the feedback axxic3. Been a while since I updated my sketch book since I Was super super busy at school... Than again.. that's not an excuse. I'll try to keep it updated from now on... Or at least do better at updating it. :) I want to post some progress of a character I'm working on for a specialization…
You could get a similar effect (baking the normals without any artifacts caused by intersections with other high-poly parts of the model) by exploding your low-poly and high-poly models. Depending on how you did the sculpt there are a couple of ways to do it. If you worked exclusively with multiresolution subdivision in…
I'm pretty sure what they mean by 'snap verts to cylinder is this': Draw a cylinder over your mesh where you want the hole to be turn on snap to vertices use the cut tool, clicking along the vertices of the cylinder, cutting its shape into your mesh. That's kinda tedious though. In Modo I'll just use axis stencil or bevel…