Gonna be honest, I didn't even notice that you could see both textures in those areas. The tutorial you linked uses Photoshop to edit the textures before linking them in the material editor right? I would check to see if the opacity on your metal texture is less than 100% inside Photoshop (I can't remember which way the…
There are a few ways to do that. 1) You can use one of 2 spline paint scripts, one is in graphite modeling tools the other is in Soulburns tools. These allow you to paint a spline on the surface of any other object(s) the object paint tools are also good good at placing rivets and other floaters. 2) Apply a new edit poly…
Hello, Like Joost said, the possible problem can be different vertex order. You can test this by using Morph modifier. Both scripts above can help. Another way to fix bad vertex order - Mudbox. But there is another possible reason: different triangulation. Example: http://i.gyazo.com/bc9ac2ab4d30c04b10165de8391dec11.gif…
Some UV editing tools allow you to convert the UV into mesh space, where you can edit with the full set of mesh editing tools. Using this, you could try a Push or Relax style tool, which would scale the elements away from each other. Then convert back out of mesh space into UV space again.
Current Progress Rope is fixed, I'm comparing the two versions and doing some editing of the model, before rigging begins. Older Post So I didn't get to finish PowerGirl in the last thread I made, and I wanted to finish her before continuing any other projects; thankfully I'm almost finished, but sadly I forgot to get some…
if you don't mind i'll post some counter points and you can maybe tell me how i could get the most out of maya? cheers - Transfer Attributes never had a need to use anything like this in max, how useful is it in day to day environment modeling? - global soft selection definately simpler to do in maya, but not sure where i…
I have not used world creator for a minute, but it looks like newer version they've added some sculpting brushes: https://www.youtube.com/watch?v=FhrNne70yII&list=PL-T0P8fE0hYrulft9PLKV90UxxfH0AH-m&index=9 i think similar was there previously in versions i used, but it was more basic. But you can essentially do the same…
Weighting normals is... weighting them, so during calculation, normal direction is based on angle between faces AND face size. The bigger face is, the more vertex normal is pointing towards normal of this face. But will NEVER be perpendicular due to weighting. Vertex normal direction is based on proportion between size of…
I know you asked Per, but I can probably fill in as a not so convincing look-a-like. 1. Here, automation refers to basic tools to push/enlarge the cage to cover the highpoly. Manual hand editing would refer to painstakingly editing verts to attempt to fix projection errors, which is time consuming, not particularly…
Beep boop. Changed around some things, added the first pass of the outfit. Edit: Is it socially acceptable to update in separate posts this often? Regardless, I'll just edit this one in. Did the back version as well. Suddenly became extremely aware of this lady being a few too many heads tall, even for the graceful look I…