Totally fine, as long as it gets triangulated on export out of your source (modeling package). Better yet, you can manually triangulate them however you'd like before exporting. If you don't triangulate, the issue is that the multiple applications you would put the mesh through could interpret and triangulate it…
Hey, SO ive spent the last few days preparing the files for retopo. What this meant was reopening up the Marvelous Designer Files and exporting a 3D and 2D version of each mesh I created in the program. When done properly you can export these with UV's so the retopo part of the project is much easier. So thats what Ive…
I just give you the basics starting from Blender but you will probably still need to watch some videos You start with your model You build a meta rig with symmetry editing enabled (if applicable) You build a rig of it automatically e.g. with Riggify (@ blender) You skin your model to the rig You build some animation…
Hey, guys! this week I unwrapped the UV of my table and textured it with substance painter/designer! I also decide to make the ornamental design with golden metal instead of wood. It's my first time tried to unwrap UV with Houdini and it wasn't easy. less texel density for the lower part. "UVquick shade", "flatten",…
No problem, your suggestions are appreciated all the same. Especially since I don't know whether I've found the best tool for this need, after all. Because right now I'm having trouble getting a good clean 2D mesh from Rayfire Voronoi. It appears that the plugin is treating my plane like a 3D object when it fragments it.…
Thanks for sharing your workflow. I was also exporting CAD files from Fusion to Moi3D. However, I've changed the process and this is what am doing now: * Export from fusion 360 in STL format (with no fillets) * Import in Blender 2.8 * Split the mesh into logical objects * Use Blender tools and HardOps addon to convert tris…
I will need to go all noobie mode on you guys! what I am doing wrong here?: - I make a 2048x2048k document in Zbrush - I frame the basic Zbrush polyPlane - I export this plane to 3DSMax - convert the editable mesh to editable poly and extrude the edges by sight (arbitrary) - I convert the model back to editable poly and…
My level in Zbrush is beginners, I already researched a lot about the nanomesh feature on google, youtube and also pixologic zclassroom. They all just show how to use the nanomesh, but none of it show how to export a mesh or extract normal What I'm looking for is on that point, where I can export it for use in game engine.…
^ glad you like it. yes, i'm using wrapmode 1. but wrapmode 2 creates an additional copy of stroke in the middle, doesn't it? can you elaborate on "having a bigger border"? i think i understand that in theory but i don't know how to actually make use of it. In general i'm a bit lost when it comes to making a heavily…
@Phoenix995 thanks :) well i'd say use fibermesh with settings similar to those from the breakdown image (wide strips with a texture assigned so it generates UVs) to create a mockup of the hairstyle so you know what kind of length, density, overall silhouette and comb direction you need to go for. if you need a bit of…