The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not enough. This means that if I have an exploded mesh, do some test bakes, decide to correct some UVs in another app and bring it back to Maya before…
Hello, I've been having trouble lately with Maya, as I have come across a problem I cannot seem to find a - comfortable - solution to. I found this image from another thread, and I want to present it here: On the left we have the 3ds max 'inset' function at play, which in essence is the effect which I want to replicate…
I recommend you inspect some existing 3d models of rifles matching your standard (e.g. search "rifle" on sketchfab, check UVs). Unlike in your example, you will find that on several rifles the UVs of the stock consist of 2 islands with the seams running vertically along the gun. UV islands shape represent shape of the mesh…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
I think the fog is a little strong, particularly near the camera. I would also try using vfx or fog sheets (subtlety is key). Adding some particle size variation with them might work well. Also try adjusting the color the fog. Water vapor or mist is often white, while dust or dirt particulates can have a slight red,…
i attached a quick Blenders geometry node example that packs all same mat ID UV islands in sort of automated style as rows. it uses material id index to shift UV in U direction each in 1 . So each UV islands having mat ID 1 shifts to 1 , islands with matID2 shifts to 2 etc. They all scales back to 0-1 in the end . I have 4…
For anyone who has read this or will read this, I've managed to find a solution to my problem - though it's quite unconventional; it works for my custom purposes. I've decided to ditch getting a triangle index from an object in edit mode. The reason for this is that I'm drawing a duplicate of the selected object in Blender…
@kio Thanks a lot for the info. Found this videos on youtube. Just going to leave them here for anyone who might find them useful: https://www.youtube.com/watch?v=rnuZF7ayjFk https://www.youtube.com/watch?v=ln2TOz_TDpA @gnoop Yeah, In the second video towards the end, he shows why it may not be the best approach to use and…
Um, they should be mirrored in the same position if thats what you mean. One eye shouldn't be positioned differently in a mirrored format. But in reality, eyes aren't pointing in the same direction to begin with. They are angled slightly outward. Also, take into account the vertical position I pointed out as well. right…
yeah, movement is the big one - ours was a (fast) full freedom FPS with a lot of verticality (because why make life easy) some thoughts... The main thing that affects how believable an environment seems is how consistent the scale of things is at every level of detail. That leads into comfort too - if your brain believes…