rooster: With polydraw you don't have to dot verts down, you just select what average face size you want, and just paint on the mesh and it makes quads with edges in the direction of your stroke angle. Sounds like the 2nd option you mentioned.
Taking a desaturated diffuse and slapping it on the model is NOT the way to go, but most people do start that way. If you are stating from a diffuse map then try the Filter> Other> Highpass rather that a straight desaturate. I've had success with desaturating a normal map and then selectively darkening areas of it.
how bout using your eyes to select HUD controls activating them with voice commands. Or to make game characters able to look you directly in the eye. Or for teammates to follow your gaze to see what you're looking at when you make a sudden motion.
Do you mean secondary spring-like animation, where it just lags behind the head/body motion slightly? Many ways to do this, perhaps easiest is the Flex modifier, via vertex selection. There's also the Spring controller if you want affect the bones instead.
I think emulation is fine especially if you get the original artist's permission first, like in the case of a 2D concept art being translated into a 3D scene or character. I think "the line" is drawn at any sort of select -> copy -> paste or clone brush use.
It's just got some additional UV template options that TexTools does not have. I find the Colorize by Face Normals option in particular very handy when working with other people's models, as well as the ability to easily grab UV sections from polygon selections.
ruz: i think its more like, some birds randomly have a bit sharper beak, and some dont. but if the sharper beak helps the bird survive, more of those kind will be alive to breed, and so the sharper beak gets integrated through natural selection.
Thanks bro! Most of my substance are just material definition and some simple custom mask selection based from cavity maps and AO, nothing too complex. here's some breakdown: Lighting step: Modularity: Some assets rendered in marmoset toolbag 2:
next time this happens, go to vert mode and marquee select what you think is just one vertex and see if it says two on the overlay at the top if you have it turned on, then you'll know IF it's because you dont have merged verts and voila problem solved
hehe just ctrl+drag outside of the model (just select nothing) and that'll get rid of the alpha mask that you accidently painted. Be careful when your working though. be sure to work each division level to its fullest before moving on. Good start.