Are you using the 64-bit version? I know things like auto unwrap algorithms (in other software) give different results whether you're on 64-bit or 32-bit versions. Maybe this could be a similar issue.
Hi. It sure would be. But the first thing that comes to my mind is the usual marching cubes algorithm. The output would be similar to Blenders voxelization feature. There are other methods too but this is the simplest. Also I have never tried doing something like that.
Wrap 3 https://vimeo.com/181450922 Find out more at Russian3DScanner.com Wrap 3.0.3 Core Features: - Node Graph Architecture - Improved Wrapping Algorithm - Parallel Batch Procesing - Mesh Filtering Tools - Large Set of Example Scans and Basemeshes
Shortcuts, such as the "cutout filter" in the 2d Environments page of her site. Cutout filter does not stop our friendly neighborhood TinEye, which uses pattern recognition algorithms to find similar looking images. More: http://www.tineye.com/search/04d7f59da0e041333f4eeeec72bda12181f96e86/
Material blending on that scale is generally done through shaders in engine. https://www.youtube.com/watch?v=-fLW2tLaVFE but for material blending in designer is done like this https://www.youtube.com/watch?v=s7sr1w3kXOs algorithmic has a ton of intro tutorials on their youtube channel.
I was using Texture Packer, but it is not free nor consistent - the algorithm used by it changes the position of sprites within a map if I decide to add new sprites to the map -and I want the old sprites in a map to stay where they were. Thank you in advance.
Have you tried breaking the strap holder to its own uv shell? There is only so far you can push an unwrapping algorithm before you get tension/distortion that can only be alleviated by cutting more seams.
Blaizer: is that the most recent Zbrush though? While topology like in your last image is still a good deal cleaner and easier to work with than what Zspheres will give you, the result in your image looks like the old algorithm.
Too good drawings probably confuse the algorithm Btw, it is quite interesting who thought a garage belongs to the house (or better who imidiatly thought of a garage when thinking of a house)... I see a correlation with coming from the United States
yeah. Exactly. cept you can do it with one plane, use the framebuffer as the texture and you could distort the pixels by a scatter algorithm, but more often these days would be a procedural normal map to use as a virtual surface to refract through.