I have a head with a bunch of morph targets on it in 3dsmax which is fine . The problem is I lost the neutral tweaked pose where the head is a lot better looking/thinner and the eyes are further up the head. I want to combine the two get the updated head and keep the original morph targets intact. The tweaked head is a…
Will any future releases of the Marmoset viewer use morph targets for animation like the editor does? I've noticed Sketchfab viewer is OK with these, and I think it's a great detriment (especially to me!) that it doesn't use them.
I've made some materials for some ue4 assets but now need to make them for Unity. Is it possible to change the export target to Unity5 and rerender without redoing the material from scratch?
@Justo Shrink wrap projects to the surface of the target so if I have a sub-dived cube and use a sphere as a target I'll get a quad sphere.If I have detail I want to preserve and combine it with the target mesh,in my example in the bottom row I just duplicated the detail and joined it to the target,shrinkwrap will try to…
Use your texel density target as a guide for your UV layout, texturesets and texture size. For portfolio pieces I typically target 20.48px/cm. Most modern games will be targeting 10.24px/cm - 20.48px/cm (maybe higher for hero assets). Some resources on texel density: https://www.youtube.com/watch?v=5e6zvJqVqlA…
yeah, it's basically like you have a targeted camera, and the target is where the camera points at/rotates around. so if you pan left, the target moves left with the camera. f6 aligns the target to your object, but you can still move the target off the object by panning (probably the cause of your frustration) It's…