I learned by doing many, many years ago when you had to stack multiple poly select and uvw mapping(not unwrap modifier as it didn't exist) modifiers while making planar selections to map - think manually doing with modifiers in the stack what flatten mapping does in 1 click :D I mostly learned from books and the half a…
Hey Rashed, I think there is no way to deform that mesh without distortion. I would suggest you using a Path Constrain controller and one single chain link instanced multiple times. - Create a spline and apply a Normalize modifier. - Create a chain link and place the pivot on the axes center. - Apply a Path Constrain…
Hi guys! Im back with some updates! I changed a bit the camera angle: Aerial Shot: I also modified a bit the Organ: - Bended the keyboard a bit - The back pipes are now composed of a variety of two pipes instead of a single one duplicated around (its a bit dark to see, but there is some variation in there ) - I also…
M8, this is a very simple shape once you remove the radial patterns. No modifiers, just dragged verts around on a polystrip to ensure I had the horizontal bit line up with an axis, and a ~30° twist on the centre. It'll turn out I used too little geometry to ensure proper curves, but this gets the point across. Duplicate…
F1>vertexpaint ? I don't get what you ask. Assign a vertex paint modifier, everything is in there. You have to check the cube on the upper left of the vertexpaint window "vertex color display unshaded" to see it. You can paint manually, or bake a lighting ("assign vertex colors" using scanline renderer only). The vertex…
I can't speak for Maya, but in Max you can apply skin or Physique(yuck) to all the meshes that make up your character. It makes it kind of hard to work with as each piece will have its own individual skin modifier requiring more clicks when you jump from piece to piece. It depends on the engine if it will allow you to have…
Hey, I'm not taking part myself as I'm busy with another project :( but I like the HS prop and figured I might share my thoughts on in with others. As the concept seems very basic and has a lot of blank spaces it looks like a nice opportunity to approach it in creative way and build one's own ideas on top. I'd try adding…
Select the vert and in the skin modifier click on the wrench button, it's next to a button that says "Weight Table". This will pop up the weight tool: In the list at the bottom there should be a bone that doesn't make sense, set it's weight to zero. Provided there are is at least one other bone for the vert to latch onto.…
Seems there are two actions in the CUI dialog for this , but both toggle the button on the modifier rollout only, not the one in the actual Edit UV dialog ( im pretty sure this is a bug ). Those two actions are "Geom. Element Select mode" and "TV element mode". I think the second one should really toggle the button in the…
Not sure where this is being assumed, are you exporting as an OBJ or FBX to zbrush? I would recommend OBJ. Yes, if there are odd faceted edges it could be faces on top of each other, unwelded mesh verts or UV verts, or they have flipped face/vert normals which aren't being properly displayed in viewport. Additionally you…