SOLVED! I found the solution (for my problem anyways). Whenever it stops working, it's because the "conform" value is set to zero. All I have to do when it happens is Alt + Click and drag to boost that value and it works again!
Nope, everything is unwrapped, 100% sure. I've already solved the problem. Those artifacts appeared because my lowpoly was too far away from highpoly at that places. I just squeezed it closer and the black shading disappeared)
Thanks for providing good information on 3d animation.I have been looking information on the 3d animation.This post solve my concern to a great extent.Thank u very much.......... have a great time................ :poly142: animation institute in Chandigarh
Not to sound like a prick but if you have a dedicated workstation in the next room that will solve a lot of your issues but, you would prefer to sit on the couch and watch the telly as you work, then I have to ask if your heart is really in this? ;)
This is a great start. However your images are PNGs which download slowly. Please read the sticky Information About Polycount & New Member Introductions, especially "Make Your Artwork Easy to View" which explains how to solve this.
It doesn't matter, if it won't be rendered in a game engine or in a game. But there is almost no chance for importing that successfully into any modeling program. Usually this issue is solved with making a "lower poly" version, and to use a displacement map baked from the highpoly model.
Oh! I wasn't aware of that! PBR Viewport, I'm in! I miss being able to preview normal maps and proper materials when working with Cycles, I guess this will solve this! :D Anyway, I'll wait for it to be official :P
Hmm. I'm assuming this was made to solve the problems of mirrored meshes for normal maps and stuff. I'm not really sure how to use this program though. If the meshes aren't attached to one another I'm confused how it will work for games.
New patch just rolled out that's supposed to solve cars disappearing, a little too late for Nerf Bat's Carbinizzare though I think. http://www.rockstargames.com/newswire/article/51603/new-gta-online-title-update.html
Wow can't believe I forgot to do that. It's Maya 2017. But yeah throttlekitty you solved the problem, I had the threshhold turned up since I was having problems vertex snapping earlier. It's always the simple things...