deriving masks from a coloured texture is almost always a bad idea - you can do up to 4 channels if you are able to split by channel and use alpha (I don't think painter has anything built in that supports that) . for anything beyond that you're just doing a color-pick and you'll get artefacting at edges. Either just paint…
I think you have what is known as non-manifold geometry. It's a fancy term for "impossible" geometry. Edges should never be connected to more than 2 adjacent polygons. It's physically impossible if you think of how that shape would exist as one piece in the real world. Above image: Left mesh has non-manifold geo. You can…
yea I feel that lol spend so much more time than i wanted on a website and i still need to do a bunch, but especially in your case Eric (nice name btw) the devil is in the details. You gotta present yourself better, or your models. Im gonna be straight with you, no sugar coating, I hope you can do something with it - If…
Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
What approach do you recommend for modeling this while including all the vents? I'm currently using booleans, but I'm curious about how you would avoid having too many edges around the model just for the vents. Are there any helpful tutorials out there?
About: This is a collection of intuitive, context sensitive tools to improve productivity that I did to improve my workflow as I transitioned into Blender. They are designed to be used as hotkeys, removing the amount of interaction with the menus and allowing for a less interrupted modeling experience. This is the first…
My question is very confusing, so I will do my best to word it. This is the Spider-Man model from Insomniac Games Marvel Spider-Man 2. The only model that is from Spider-Man 1 is the photo taken in Maya (blue wireframe). During the 2018 ZBrush Summit, the modeler for Spider-Man at the time (Leroy Chen) said that he cut the…