Imagine I have a 3D object with a single solid black texture. I want to take another 3D object, position it so it overlaps the first, and turn any part of the texture in the overlapping area white. The end goal is to create a mask that I can export for use in shaders and Substance Painter. Does this capability exist?
Hey all, I have just modified the Seams from UV isles script so it now marks edges as sharp, rather than making seams, and i thought that some people may find it useful for adding quick smoothing groups etc. :) Sharp from UV isles (current version 1.0.1) *Updated on 15th August 2011* You can get the script from HERE
Well, I'm probably getting in over my head again, but 60% of motivation is enjoying what your doing, and this topic really interests me. I'm attempting a relatively simple Samurai Manor, with one main building arranged around an inner courtyard/garden. I'm planning to update once or twice a week until I get the it done.…
Hi You know the whole deal with lower/upper separate skeletons for a Q3 model, right? Well, what if I wanted to animate both skeletons together as a rigid body for dying physics to bake onto 90 frames? I know the process is easier with one skeleton, but what about for two, with differing origins? (the entire upper skeleton…
If u have a mesh that looks like this when u enable face orientation, Is there a way to select all the red faces so u can flip the normals. Maybe an addon or script that can help with selecting all red faces or faces with opposite orientation? I have tried Recalculate outside for Normals. Doesn't work for very complex…
@Steamy_Steve Thank you for the link. I was able to render geometry in the middle of the face of the cube by tweaking size of low and high polly models. I still have seams on the edges that are round but I guess I'll try to read more on normal map baking and I'll play with it. @Ghogiel connecting edges are there but for…
https://i.ibb.co/4j3TB7n/Screenshot-1.jpg I started to do retopology for a character, and there is a weird issue when I try and connect things together. I have the clipping option turned on for the Mirror modifier, but the two sides don't always clip at the middle. https://i.ibb.co/P5MrwCx/Screenshot-2.jpg I thought it…
So I'm considering learning how to use the NURBS system (I think thats what modeling with curves is called) to create clothing for my character. Wondering if anyone here has experience with doing so, if it is more efficient, has more options, etc, and if it would be worth investing the time to learning it for that purpose…
Say I have this piece of mesh: Say I want to extrude the selected faces and result in this: The second picture is done through a much more involved process: first I convert the curve edge to actual curve, and then fill the curve with the shape I want, and eventually I get to the resulting mesh. But I believe there should…