Hi guys! When you work on a face in ZBrush, do you keep the focal angle at the default (90) for perspective view? In my current face project I ran into a discussion about the general shape of the head and indeed the looks from side and front are quite different. Then again, 90 doesn't seem crazy as a focal length. What's…
Hey guys my question is let's say I'm making a table. The table consists of 4 wooden planks all placed right next to each other. When I UV map them should I keep the unseen faces of the planks (the sides that are next to eachother) or would you delete the unseen faces? Im just asking because Ive tried to do that but when…
As the title says is there a way around this? I'm using vray next and 3ds max 2020. Vrayfur seems to always set 1 fur per face, You can set the per area value to zero and it will still generate furs. I can just remove edge loops to decrease face amount, but im wondering if there's another way around this?
I am texturing a green polycount smiley face thingey on a sculpt... was wondering what the origin of said green face might be? Is there a thread that can hip me to it's meaning/origin/history if any such thing exists? my search results result in nil.
Hey, I'm fairly new to this and trying to UV a character while fixing some problems in the mesh, and at some point, I always end up getting non-manifold UVs, which makes impossible to further unfold the mesh or do a lot of important operations. Any idea on what I'm doing that create this kind of problem? As far as I'm…
In an editable mesh, each face appears to have a unique set of edges. This is a pain in the back bottom if you want to do something like collect a list of all the edges that border a face selection. In an editable poly you can store your face selection in A, invert it and store that in B , convert both A and B to edge…
I am new to unreal and games and I have imported my low poly mesh into unreal, and its been unwrapped and checked face normals and made sure all vertex are merged and it baked fine, and i couldnt see these holes in maya or substance painter, but i can see these holes in unreal. Does anyone know what is causing this? I…
This is something I have been sitting on for a while. Fake eye refraction for viewport, Some people should be able to understand what is going on at a glance but for the people that don't. To get the fake refractive lens I took the dome that is indented into the eye (Iris), froze the normals and inverted its shape before…