Hello! I'm new here so sorry if i make mistakes. Before going to substance i go back to maya to transfert my low poly (made on zbrush but waaaay divided so maya can stand it) mesh's uv to my high poly mesh (made on zbrush but just decimated so the details are still here) and export them both as a 3d object (fbx for the…
EDIT: Found my own work around. doesn't matter now. Hey all, Im very new to modeling and udk work etc so im having a few issues. I had a look around and saw some similar threads to this but they didn't seem to answer my particular predicament. Basically Im creating a wall out of planes, with holes cut in for a window mesh…
A static mesh will have the same number of materials as you apply in Maya, in the same places. You can apply materials to a static mesh by either double clicking on a static mesh to open up the static mesh editor, which will apply it to any instances of that static mesh that hasn't had a seperate material applied to it.…
Hey, I'l looking to make a tiling texture of some wooden beams / planks of varying lengths and orientation. I have been following the tiling texture tutorial from naughty dog on the pixologic website. I have created 7 different planks of varying lengths all ready to go into my InsertMultiMesh brush. the problem I'm having…
Hi all, I am looking at wiki page for Topology and Base Mesh while trying to create a female base mesh for my personal project. I am very new to modelling and want to hear your opinions. 1. What sorts of details you always put on your base mesh? 2. For a low poly base mesh, what would you happily omit? 3. If I aim to…
I'm going to keep editing this post, just using this post for formatting Software Colour Constructor $7+ https://gumroad.com/muzzfaceColour Constructor is a study and workflow tool that is designed to help you design the colours and values for a painting or image you are making according to a light source and ambient term.…
These may not work in Maya 8, I use 8.5 Solution#1 - do all the edits you need - after you are done "delete non-deformer history" In 8.5 this is found under edit>delete by type>non-deformer history Back in 6.0 it was under the skin>edit smooth skin> delete non skin history (or something like that) This can get kinda buggy…
No, it's not a problem if you're making all the pieces yourself with production in mind. But then you're not really kit-bashing in the 'traditional' sense. :) But there's no reason why you couldn't make a production ready kit of unwrapped parts set up for a low/high bake workflow. Almost like a modular kit of parts that…
Hi, I'm working on this project for my thesis. I'm looking to demonstrate a transformation sequence within UE4. In this case the basic gist of the character is that a spirit/ghost had wandered for thousands of years and eventually possesses a deactivated android (similar to the ghost's own proportions) in a lab. This…
When I export a terrain mesh from world machine I want to decimate it but the uvs get destroyed and the color textures that fit with the non-decimated mesh don't allign on the decimated mesh. How do I get around that?