thanks, but i believe this is a bit out of my "pay grade" ("knowledge level" to be precise :-) ). Any link (to a tutorial or so) that explains what you are talking about in more detail...? Thank you :-)!
Hi guys, Is there a way to pullout any type of objects like when we use the "Quad draw tool" in Maya? In the earlier versions of Maya was also a button to pullout more the pol-surfaces to see them. Is there a way to pullout objects i.e. Crvs, Nurbs sufaces, Polyobjects, etc. .. to see them better and not inside the…
For me it's the opposite lol, I suck at hard surfaces. Exactly, I think it's fun when you can get your character naked and customize their genitals even if there is no gameplay reason for it. And since you have multiple humanoids you can make interesting body designs that expends the lore.
Slow progress recently but I've finished up the Highpoly and unwrapped it. I've still got split it up as two different texture sets and then I can normalize the texel density. As you may have noticed its all over the place.
Sometimes i get flipped faces, so you can check that by going to the object name (if you labeled them) selecting it and clicking the back-face option on the left. (For me) they come in usually normal flipped, If you tried all other options you can try this one.Notes : you have to fix the issue, clicking that option will…
Finished the mech. Follow on artstation for more images, breakdown, turntable. You can leave a like, comment, and all that good stuff. I love to hear what you think. Thank you for watching. https://www.artstation.com/artwork/xDEYZX
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
that depends whether it looks how you want it to look. face-weighted normals isn't some defined method of building things - it just means that vertex normal direction is affected by the relative size (area) of the faces it's attached to and generally means you get nicer shading without manual intervention.