New Triangulate modifier build that fixes the edgesplit modifier not working correctly when below the triangulate modifier. http://www.graphicall.org/1013
You're probably importing the normal data from the mesh, so the normals are probably locked. You can reset them by using the collapse utility in the utilities panel, or with an edit normals modifier.
Hey Guys, A thing I do manualy when i have objects that will be symmetrical (mirrored uvs) is delete half of it and uv it. After is just a matter of mirroring the object and offseting the uvs to the right in the unwrap window. I wanted to automate this, so i made this script: (macros.run "Modifiers" "Mirror"subobjectLevel…
Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…
Blender basics, shows how to make line art using Line Art Modifier. Happy sharing, and I hope this helps. #cgian #blender #b3d Watch here, https://youtu.be/_Dt0mrkCsHM
Try applying a normal modifier, then another normal modifier (not sure which version of max you're using but in 2014 i have this fucked up issue where if i uncheck "flip normals" in the normal modifier, the modifier doesn't actually reset the normals, so i have to apply two modifiers so it flips the normals twice... it's…
Well, I'm not sure why you'd need to use the lattice modifier here. And even if you did, that's a lot of subdivisions; will the model even have enough vertices itself for that amount of detail on the lattice to be effective on the car? I think you should try to just focus on modeling for now; ignore deformation modifiers.…