Hello all! Now i'm modelling the M320 Grenade launcher and i' ve almost finished with hipoly model and lowpoly model and now i'm preparing to make UVs. And before doing that i need some clarification in a couple of questions. 1. How to deal with normal maps? If i'm right then i need to: | make different smoothing groups…
In Blender it's enough to just check in the merge checkbox in the mirror modifier and shift U or V in modifier "data" drop down. I mean if you are ok with same texture on other half. Pretty quick IMO . if you need to give the mirrored half some select-able attribute just create yourthing_R and yourthing_L vertex groups and…
You separate transparent and non transparent stuff because you need to use different materials (if every material supports transparency you fell at the first post) Trim sheets are called trim sheets because they're for detailing trims - this is what you should use them for. You dont have to use them if your trims aren't…
Toolbag does not support particle effects or animated textures, so you may need to get creative to create these effects. Some ideas: * You could model the effects as solid objects * You could try creating simulations and exporting them with the alembic format (as solid objects)
"Using it for heavy modelling or animation, hurts like hell." Here's a curveball : the culprit is probably not the mouse but rather the software itself. For instance in the vast majority of 3d programs moving an object involves clicking precisely on it, dragging it with a mouse button down, and releasing. This might not…
You can render maps in the material editor (e. g. if you have some noises or already unwrapped textures you can render a combined result of the texture), but the material editor has no idea of your object or its UV layout (or its vertex colors for that matter) so I'd be skeptical regarding the question if it can do what…
2 x2048 maps sounds very good to handle a complete character. If you compare to for example Final Fantasy characters, as Lightning, they have 3 or 4 1024 maps. I personally always layout my UVs according to the material that the objects in the layout are going to have. It makes it easier later. But obviously you always run…
I wouldn't worry. I tend to straddle fences when it comes to this sort of thing. It's the methods I object to, not the sentiments they come from. There is plenty of behavior and views that are quite clearly antithetical to society in general, and the principles of the U.S. in particular. Claiming that any group should have…
I usually process during working hours. When building the dense cloud you can use the gpu to process it and it makes it a million times faster. It only works for the dense cloud though. This shouldn't be an issue. If your shooting 100% manual, and you make sure the object is well exposed having low angles with the sky in…
Solid progress! One comment, if you don't mind: some of your object edges are super sharp (the edge of the thumb-tuner, the nut around the base of the tuner bolt, etc). When modeling, the edge thickness you aim for can vary depending on what you want your final output to be (a normal map for a game mesh? Realistic model…