So I made my shader and at first really wasn't feeling the results I was getting. So I did some research, consulted the wiki, and looked around to see how others were making their caves and it turns out, I had the philosophy right, but the execution wrong. So I spent almost the entire day playing with the shader and the…
Hi @musashidan thanks so much for the reply. I apologize for my lack of knowledge but I am still a bit confused. Attached is my screenshot of my uv of the head in ps. The other image is the high res model from z brush, I just don't see how i can texture the eye lid area perfectly and have it fit my model when I apply the…
Well I think it dont work with Ini either as i have tried it myself. This issue is also known as "Z fighting" , try putting two meshes and intersect them around half way you ll notice something like this shadow issue but with polys. As someone mentioned Epic put this for a reason, quick workflow. There is no way to avoid…
[quote=rooster yeah, uvs don't matter whatsoever on your high poly mesh only the one you bake your normals to]vBulletin[/quote] Sorry this has been bugging forever. I keep hearing people saying they create a low res version after they finished the high res version. How is that possible? Don't you need the UV's from the…
Well the problem with the wire parameter is that wire parameter control local position and rotation. And the control arm is controlled by the wobble plate so it won't have any local value change and thus can not drive the blade rotation. The reason I can't manually manipulate is because the wobble plate will rotate in all…
Hey, somehow I missed these replies, thought this thread was ignored. I updated the name of the thread, since It's not really just for symmetrical concepts. The quickness and responsiveness of the stroke is what I really like about it. *edit* (I guess I can't updated the title of the thread, just the title of the first…
LOL I have to update this thread because I understand WHY seams and creases are made. OK First I must define Seams and Creases. Seam(s): to refer to a place on a surface where 2 materials or textures meet; in which the pattern of the pixels is broken causing a visible line. Crease(s): to refer to a place where CONFLICTING…
From my perspective, had thought the previous series complimented your scene nicely, although admit was focused more upon the asset itself so missed those points you've mentioned above, indeed earth has an extremely thin habitable layer/zone at only 3000m (12.500ft) altitude without need for an oxygen mask and 100km (62…
not the best way to do it but... 2 ways of doing it... turn on 2.5 snapping and turn on verts for a snapping option. since you want to match the z axis got to the left view and now you can drag your verts one at a time to the one you want to snap to. you can also insert an edge loop, turn on edge constraint and move that…
if it helps I have somewhere a unit-snap script I wrote for a game engine. The script snaps vertex points indivdual (not offset or as a group - it processes each vertex individual) on a typical internal grid (not the max grid). E.g if you model prefabs for unreal, source,quake,... the editor and engine usually work on a…