Nice progress pictures! What texture resolution are you targeting for the walkie-talkie? I think straightening UV strips where applicable would be nice. I continued some on the magic hall. Created a trim atlas to map UVs to, which I want to flesh out further (iterate shapes, sculpt, texture). Large areas will be covered…
Hi thanks for your response ^-^ i admit i haven't split the UVs for the LP at all the hard edges but only some of it, i'm not sure if that's the reason why the baking won't work. i took what you said about the LP being facetted into consideration and added a shrinkwrap modifier around the HP one and even a subdivision one…
If the custom cage mesh has only modified it's vertices based on an averaged vertex normal, then the cage has what the averaged normals tick box would do built into the mesh already.
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You can try going to Modify > Evaluate Nodes > Ignore All but I'm not sure if that will affect how your rig moves when you adjust the controllers. Worth a look anyhow.
the triangles direction very important (even if you don't triangulate the mesh) my suggestion is to make a instance copy of the lowpoly and inflate the cage using a modifier. or to build the cage directly in xnormal.
You could use the shell modifier but will need some cleanup afterwards. Personally i would construct the walls from seperate pieces instead of modelling all from one piece.
@oBoogiemanx There is an update, It's safe now , get a look here(top post) : http://polycount.com/discussion/183042/maya-ndm-phoenix-non-destructive-modifiers-and-tools-for-maya#latest :smile:
@Tzur_H I went and modify the middle piece betwen the weapons and added a functional rotation, thanks for the feedback:) Thanks @kadeschui, i posted there as well and will post the texturing process. Before and after.
why do that!!! Never use art you don't own because one day you're going to goof up and not modify it enough - companies always get bit in the ass over that.