I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…
Hi Is it possible to make a mask from a shape? I've already created a pattern, hooked it to a Blend node, along with a simple rectangular shape, set it to Multiply so the pattern shows in the rectangle, and then I've used a Swirl Greyscale to deform the shape. Really nothing fancy at all. But is it possible to generate a…
Thanks for the comments Pearson :) Yeah. Agreed that its not exactly like markers. I'm finding it tough to get something that reacts exactly like markers. I've tried artrage and had a quick go in painter. Which got pretty good results. But i'd really like to get something that i can use quickly in photoshop. Its the…
Maybe you get lucky and someone knows the answer, but you'll probably have better chances asking this in the agisoft forums. For me, it's been years since I used the software. Might simply be a bug. Try rendering only with CPU/GPU if that's an option. As for other possibilities: So you redid the whole project as well (you…
This post is also on the UDK Forum here, I just REALLY need this fixed :/ I have a material that I want to go on a trench-like mesh. I need it to blend between the surface/wall textures and can do this using a Constant3Vector Dotted with a Transformed Vector, and use this as the alpha of a lerp node to blend between the…
Prop Materials, Blending and Tri-Planar Functions. 1/2 Above; sand material blended over painted prop textures with material functions. In this last post, I'll cover the prop materials and functions used in the scene - including a couple of different functions that are used to integrate props with their surroundings by…
thx to the revival on the first page, thought I might share this here Recently I have been working on a masking technique in ShoeBox that uses a difference blend based mask and bleeds out the colors on the edges (step by step explanation here). Which is useful for masking images with complex shapes (trees, leaves,…
Looks great, the statue is top notch as is the rest of the assets. Solid modeling and very nicely painted textures, good Zbrushing also! I agree with MoP that there is too much shadow/lighting info painted into the color maps, its a hard habit to break I know, especially if a weak point of your is lighting. Sometimes it's…
Subdivision sketch: Stacked recessed bosses. This is a brief look at a shape first approach to subdivision modeling that combines destructive editing and non-destructive modifiers in a streamlined yet flexible poly modeling workflow. While there's a lot of different ways to approach modeling complex and repetitive shape…