Start with only working on half the model to unwrap. Be sure to keep intact any unique parts you want (like the face or if something that requires asymmetry). Collapse to poly, add a symmetry modifier then another Unwrap UVW. You'll find nothing really looks different, the symmetrical parts are stacked exactly on top.
Happy to help, looking forward to seeing how it turns out. Spotlight is great in zbrush to compare the current sculpt with the corrections in this image and make changes. I did modify the image of the sculpt to fit the perspective/rotation in the reference though. And thank you for sharing the reference, have two fellow…
I created another quick tutorial for everyone. In this tutorial we'll cover how to make really nice naturalistic foliage wind and as a bonus I'll show you all how to modify vertex normals through a material in ue4. You can check out the tutorial here: https://www.artstation.com/artwork/ngQa9
I created another quick tutorial for everyone. In this tutorial we'll cover how to make really nice naturalistic foliage wind and as a bonus I'll show you all how to modify vertex normals through a material in ue4. You can check out the tutorial here: https://www.artstation.com/artwork/ngQa9
Actually since this is an architectural visualization, the best bet is to use multiple tiling textures rather than an atlas texture. To UV it, start with UVW Mapping modifier set to Box mode, and scale the box sub-object to be a cube shape. Then you can use Unwrap UVW to rotate and fine-tune parts that need it.
The first thing I'd do is put a turn to poly modifier on it. It might be worth putting an stl check on it and seeing if that picks anything out too. It is possible to hide subobjects but the object would have to have been previously edited in max so if its just been imported you can probably discount that.
I'd also like this but I don't know that it's possible. Max must be doing some math behind the scenes and assigning groups in a way that makes it possible to have hard edges that don't loop all the way around a group of polys. @kio, it's a great script, thank you. Any chance it will be turned into a modifier?
Hey, you figured out polycount. At this stage, I'd recommend throwing some swift loops in the buildings and using a simple FFD modifier to wonk things up a bit and bring the flavor of the sketch into your blockout. It'll help get a better feel for what's gonna overlap later on, and it's just fun to do.
I would use Editable Poly, select the end cap of the helix in Polygon mode, then use Soft Selection and move/rotate the cap to match the straight piece. If you want precise loops, make a Cylinder primitive and use a Twist modifier. You can adjust the Twist center to create the Helix radius.
Thanks PolyHertz! Thats is the main part of the script yes, but due to Maya lack of modifier stack, and ability of promoting the components To the next command. I had to write some code to select the newly create chamfered hole and run the Circularize. Im currently trying to add some additional features for the next update.