Depends. Often it's best to refine the topology to match the flow of the silhouettes. If the model deforms at all, for example a floppy hat with ragdoll constraints, then topology flow really matters, it's helpful to have good edge flow wherever it bends. More on the wiki…
The Content Examples by Unreal has a similar example available. The asset is named "M_Highlight" in their project. In case you need any specific help you can leave a reply underneath the post and I'll try to help you out. I've been meaning to post additional information about this, still haven't gotten around to it... - Tom
i didnt make the horizontal cuts, they are there to begin with. this thread is not about the example pictures, they are just there to try to explain what i want to do. What im trying to ask in this thread, is that is there some way to weld vertices based on whether or not they are neighbors, instead of the distance between…
Realistic Mowed Grass - ideas? Ryse Moss Tutorial Also check out Alec Moody's vertex blending example. Looks to me like no transparency, just texture splatting http://www.polycount.com/forum/showthread.php?p=1899830#post1899830 also some more tuts/examples http://wiki.polycount.com/HairTechnique…
Tags sound good why not something easy like [Highpoly] [Midpoly] [Lowpoly] then thread name so everything would be labeled Mandatory selection Examples: [Highpoly] 7000+ [Midpoly] 3500-7000 [Lowpoly] 1-3500 Post format example: [Highpoly] my Environment [Midpoly] my Charcter [Lowpoly] my Props .02¢
First I would to thank you for making this tool/software. I use it on a daily basis because it's fats and easy to use it. My current next-gen workflow make me using it a lot since I often make some bake with xNormal to test some parts of my models (testing UVs, Geo and even normals). In fact, I rarely use Marmoset to make…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Does anyone have a solution to this issue I have been having with my Zbrush - Maya - Substance Painter workflow, when it comes to baking normals. Examples below; Zbrush - Maya - Substance Painter (For this example I have made no adjustments to the file in maya, simple import and export back out as OBJ) Zbrush - Substance…
It's been a while since I updated here. I've had an irritating month or so; I keep getting ill. So these are some stuff from just before that; I think they're newer than the previous posts since they look different, but they're from some time ago. They look marginally less dogshit than I remember, which is something. As…
interesting, so between desert and grass just cut it and one floating for the strip instead my example i made 2 floating. the part you said to cut and use world space is there examples or if you have time please show what you mean. and thanks for taking your time to answer it help me me a lot to learn.