Yes. You need to solve your larger proportion problems before even thinking about sculpting in arreolas. And just to save you time, you don't need to signature your WIP screenshots everytime. What's the point of stealing half-way done work and using that?
I've never run into this myself and I've been using Maya since version 7, although I haven't been looking for this type of thing. I just tested with 2011, a few different methods and everything was symmetrical after triangulation, so I guess it might be solved :)
are you using CTRL X CTRL V maybe? I´ve never run into the problem you are describing, but then I am only using the default UV tools, not Senecas. It is however very easily solved... just to a minimum distance Weld Vertices and they should be connected again...
Ok, I managed to get the "flipped edges" solved by removing the alpha channel from the normal map an flipp the green channel. I also tried o export the projection cage but unfortunately, xNormal always give an error message (cage not matching the Low-Poly mesh). :(
2:20 in the morning I have to sleep.. :smile: Got some of the secondary shapes in the character, had a bit of zbrush troubles but I solved them all so now I'm ready the next time. also did a bit of sculpting on the chest piece last night
I seem to be having a similar problem. Every time I edit a mask it becomes slightly darker. When I'm working only on a Dynamask this can be solved by hitting 'clear' on the painting tab, but that's not really helpful when there are painted areas in the mask. If this is the same issue is there an ETA on the fix?
You can target mocap to blendshapes if you are good at solving systems of linear equations. Look into singular value decomposition. Just a heads up, you aren't going to do this in motion builder without a lot of programming. Such a method also works for joint based facial rigs.
I somehow managed to solve this by simply using Substance Painter for baking, instead of xNormal. SP baked all parts from a single high poly without any seams at all. Unfortunately XNormal wasn't that helpful. Anyway, if anyone runs into this issue, just try SP.
Yep, it's a projection error. Using a cage solved it for me. Perhaps you know this but to make a cage in blender, just duplicate your lowpoly, then in edit mode press alt+s to push the mesh outwards until everything's covered, then remove sharp edges (not sure if this is necessary?) and export.
Cheers guys, managed to apply what you reccomended quite well. Having difficulty solving the FOV - is there an easier way other then just moving it closer/further until I have a similar result - and by that I mean a general rule of thumb or an easier option then a dozen renders