Hey folks, wondering if anyone has had this same issue. I'm trying to use an object space normal map for a model. Every part of the model is uniquely unwrapped and I have double-checked that none of the UVs are flipped. The problem is that every part of the model facing a particular direction is dimmed out / incorrectly…
Object, materials and layers were gone while i was working on my model. Wherein shapes in my scene are still in place.Has anyone come across a similar??
Is there any way of 'flipping' or mirroring a duplicated object by doing the old -1 scaling trick. It works in Unreal/Unity, but seems to just set to 0 flatness in Marmoset - or is there another way in this?
Not that I've done anything on it yet but I was thinking of making the fingernails on a bunch of characters separate objects so that if say they became 'boogie creatures' I could swap out the nails for a different set that fits their condition or even transforms (which is what I'm looking into). Is this an inherently…
Hey guys, i remeber seeing myself a modifier or script for 3d max where you could use the uvmaps of an object to flatten it, so once you applied you got a uv map like mesh, i have been searching for it the hole day but cant find it :/ Anybody got an idea of modifier/script what i am talking about?
Hey all, I've been having a hard time displaying HP Objects. Now in the view port i just use a standard shader grayish with blue specular and jack up the values
Hey all, I've been having a hard time displaying HP Objects. Now in the view port i just use a standard shader grayish with blue specular and jack up the values
Hi all, I asked a similar question to this not too long ago, but I just wanted to double check on something. So when you are using a reference image to build a 3D Prop for an environment, if it's something that you are trying to build that actually exists in the real world, should you try to take as many reference shots so…
Hey, just wanted to know if in ZBrush, there is something similar to smart objects in Photoshop? So e.g. I sculpt on one screw some details, and this screw is used multiple times on my mesh. Can I apply those changes automatically to the others somehow? Cheers!
Hey Polycount! I am going to be starting my new portfolio soon, and i was just curious about how you guys go about finding concepts or real objects that you want to model?