Really didn't get a lot done this week, but this is why I do these weekly updates; to look back and know that I've slacked hard. However in other news, my Titan is dishing out a whopping 2,255 damage per strike with Vexcalibur and Wormgod's Embrace in PvE, and every time I land a melee final blow I get 100% void…
For the F-16 I built at work, I used cross sections and blueprints. If you can find cross sections for your aircraft, you'll find it to be substantially easier to build as you can check almost every angle against the blueprints and it should all come out identical to the real-world aircraft. I subdivide my jets and work…
Hello, I just wanted to see what setup people generally use when modelling. So, what colours do you apply to any reference models? To objects to be modeled? UI colours? Wireframe colour? etc Feel free to share specific 'Configure Modifier Sets', 'Workspaces' or anything else, which you all find useful. I understand this is…
Dang sacboi i saw a kitty like this around my way and i was like heck yah that is a kool looking cat. Few months ago the street cats had 2 sets of kittens from the same male and the people below me took them in to raise them before setting them free into the wild world. First time hearing and seeing a cat with no tail…
hi all i have been trying to do get this problem solved but i can't do it. Thing is about uv linking and texture layers. I have 2 different sets and 4 different layers on a layered texture node, but whenever i try to link them together via uv centric, nothing happens and an error pops in the script editor. something that…
Hey currently I'm trying to sort through this piece of code that I've edited from one of @Ojah 's old posts. fn F_moveUV movePos = ( if selection.count >= 1 do ( SEL = selection as array for i = 1 to SEL.count do ( print SEL[i] objMod = SEL[i].modifiers[#unwrap_uvw] objMod.unwrap2.faceToVertSelect() print objMod vArray =…
Hi Im working on a workflow which uses Mudbox as a way to sculpt more detail into tree's. The problem im facing is during texturing. When my tree has been UV mapped into several parts (up to 10 sometimes), i can't place all the parts into the square, the reason being if i do it, the textures will be very low-res, so…
Or just use the "Flood" button in Paint Skin Weights, with mode set to Replace and the value set to 1. Then you can just select 1 vert, convert to shell (CTRL + right-click, choose To Shell to get the whole element - way faster than grow selection), and hit Flood with the required joint selected. Basically doing the same…
Ow..... Now I understand...... You think this is a bit "white". Ok, I'll see how this set go in workshop, then I remove the previous set and upload a new. Thanks. PS: My english is a shit =)
So, I'm creating a Dragon Knight set. It's been a long time coming, but I'm making headway. I've recently started a new technique on painting textures, which is definitely a weak spot for me in the overall process of things. I'm showing what I have so far in hopes that maybe I could get a few pointers or advice on what I'm…