I can seem to figure out how to tile a texture on x and y on one map... I'm using 512*512 and if a tile takes up 1/4 at 256*256 it doesn't tile. I'd need to take up half in order to offset and have it tile correctly, but if I need to take up 1/2 of the texture map, tiling in both axis is impossible, no?…
Hi X, it's really lookin' good only some small remarks. -First of al how's that car turning? -The rear wheel axis looks kinda strange. Springs seems so small and i don't know but the in the gap is looks kinda odd, less detailed. There should be something over there. -Maybe you could add some wiring for the brakes. -The…
I don't realy understand what does it mean by "we wouldn't encounter the problem if we did it right in the first place" I mean... the problem is I don't know what I did wrong when baking normal map. I followed the digital-tutor's way to render out normal maps exactly the way he did in the video and still have seams on my…
Ok, thank you Axi5 and PolyHertz. My friend told me the same. It does tip towards 1080 TI. For sure. Its a powerful card indeed, perfectly suited for my needs as fast iterations, quick renders, and look development is high on the list. Also being able to flow freely with high count in viewport is a must. I´ve seen though…
Found a solution. Used Patch Deform (Non WSM). It was a bit squished on the X Axis but a quick scale fixed that and that modifier allowed me to collapse the stack.
A 4 legged creature - walk cycle. It is a cycle, the movement in the Z axis is on the main node purely for rendering purposes. full screen for full affect :) edit: might have to wait for it to process :S [ame] http://www.youtube.com/watch?v=Vk8fWd8jO3U[/ame]
Okay so here is an image of what my problem is. https://i.imgur.com/AXBAxhU.jpg I'm trying to bake a High poly mesh onto a low poly mesh from zbrush as you can see the edges of the UV shells look off where they should be seamless.
Basically, you have all the things wrong I listed above, and a couple more things too. Model needs the xforms reset (from the Utility Panel). The model's position is not zero'd on the X axis. Skeleton root node is not zero'd out on X. And the skeletal limbs are not exactly mirrored, the toes being offset more than the…