Concentrate on the Right side Menü under Model Tab and use Modo Layout with Top and Front View and 3D. Top and Front View is good for correct placing and Grid Snapping aka correct measurements. 3D View more for Selecting and Overview. IN your picture you see the left Menü, its not relevant in the following process because…
Looking good! Fun concept. As an idea for no wanting to see the bald scalp, honestly i'd just have a vertical gradient, where the top is mostly opaque and the bottom is more transparent on the entire hair. and also just have some dark texture on the scalp in case you see it at any glancing angles.
Hello Polycount community. I am facing a frustrating problem that I don't know how to solve. I am trying to copy my UV from a mesh to another, but visual artifacts shows up when I do so. The 2 meshes are exactly the same, same number of vertices, faces and edges, vertices have the same numbers from a mesh to another. And…
Hi there I'm trying to get a similar output in maya of the c#code below: basicly I'm trying to create a second UVset and then move each vertex by a given vector, (u=0, v=1/vertexCount) in which vertexCount is a number of vertices. Each vertex v posision is actually offset by v=1/vertex count, so for 4vertex plane vertx's 0…
Note that poly curves are not quite the same as poly lines - the latter is still a mesh, just one that is made up of edges and vertices without faces (Blender specialty if I'm not mistaken - invalid geometry in most other apps I know). If you however convert that line to a curve then you end up with a (drumroll) ... poly…
Hi! We're developing a stylized top-down Action RPG with 2D pixel art and mixed media elements. The project draws inspiration from titles like Hyper Light Drifter and Omori, blending expressive pixel animation with surreal, reality-breaking environments to suit our game's emotional narrative. Our current team includes two…
I tend to view any project as a collection of creative problems that need solutions. Once you've both designed and executed solutions for the full list of problems, then the project is finished. Between the exterior drawovers and the panels from the comic illustrating the interiors, I felt I had enough concept to start 3D…
@kelly_caroline Im actually glad you noticed that. It's the difference between a rivet and a bolt on those. Portions that are plated and rivets do so with the integrity of the wood to hold them together where as the square ones are actually bolt heads with a nut ( not a threaded nut as you usually see it but one that has…
Not sure if this is the cause of the problem, but here's the rationale behind why it might be... How blendshaping works is that the blendshape node matches the list of the corresponding vertex (or points) of the blendshape and the target. How they find their "partner" points is through the name of the vertices. Every…