Any have experience with a great tool for relaxing UV maps? I've heard of Deep UV and maybe there's some great freeware I'm missing out on? I use the relax tool in the 3dsMax unwrap modifier so far... Thanks for your time.
lotta fun on this one! went with a modified charging handle for some visual flavor, and a 20 round mag for a few less texel management gymnastics (the 30rds are longer and curved). peep the textures here, full size (some nasty imgur compression though) - http://i.imgur.com/CF7LvDE.jpg
Just some research. Any ideas of what this would actually look like on flesh? If you have links put the links, not the pictures, no need to make people ill. Found this: http://www.geoffreylandis.com/vacuum.html So a push modifier, but then what? Splits at fatty areas?
Trying to bake a simple AO map but no matter what I do the AO has visible seams all over the place, I've tried using a turbosmooth modifier, as well as rendering at 2048x2048 with 64 padding but nothing is working.
Hey, how would I go about modeling in text in a helmet as seen below. It won't have the same words but similar, and it needs to be actually MODELED into the helmet mesh and not a floater. I believe there is a modifier which makes shapes into a sphere shape, would this be of use?
Hi! I need to start some proc when pivot position (object or component) is changed. I wrote a script for object pivot and it works as needed, but how to modify it for component pivot? scriptJob -runOnce true -attributeChange ($s+".rotatePivot") doSomething;
Maya has a FWN on by default. (It's just a bad idea to have on by default imo, it's not a very good FWN solution if you are specially wanting to do a modified vertex normal workflow)
Not sure if this helps at all, but per-asset Mesh Distance Field resolution/scale has no effect on the Global Distance Field. To increase that, you'll want to check & modify r.AOGlobalDFResolution and r.AOInnerGlobalDFClipmapDistance
well if you still have the broken mesh, you could put an edit normals modifier on it in max and check if the vertex normals have gone crazy on that part of your piece.
I used to have this problem it's something to do with the FBX exporter try using a different one for now if you put an edit mesh modifier on your object then export it with that on it will be fine