Mmm, I'm trying to reproduce this in Maya 2011x32, no luck, there are no smoothing precision errors when I check in the Component Editor. There are artifacts that pop up when I boost the levels like you do in Photoshop, but they are very subtle and I doubt they could ever be a problem (unlike your case) especially after…
Hey all, Posted this in the Unreal Answer hub but didn't get any replies so I thought I'd try here... I decided to use (3D Studio Max 2013) simple pyramid meshes in place of bones when rigging and animating my mesh which used to work fine in UDK but it seems that in UE4 they import as editable polys and are visible in…
I just finished skin weighting a female charcater with long hair falling on her shoulders and face for game engine pruposes this had to be a conitguos mesh, so the hair was not a seperate mesh. It was very hard to skin to the hair bones without accidentally grabbing verts form the shoulders/back/neck/face I tried using an…
Hi, I am trying to model a very simple model for a lamp, and I used 2 meshes for it: 1 mesh for the screen and one for the base. Both meshes are polygonal and completely separated from each other, but I have them grouped. I assigned 2 different ID colors with Quixel colors in Maya, and saved as obj. I unwrapped the UVs for…
I have the following hierarchy in C4d, seems fairly logical and I can get single meshes deforming just fine; however - I have no idea how to deform multiple child meshes using bind. I tried binding the bones and the shoes together and my shoe just flew off at some arbitary angle when using the controllers, like so: I was…
I created a static fractured mesh in udk but whenever I shoot the mesh in play mode,the physics chunks disappear or some disappear before they hit the ground. Also,when running the slice fractured meshes in dx11 mode,a message saying: "GenerateUVs failed,couldn't convert to a D3DXMesh. Does anyone know how I can fix this?I…
Hi! I'm creating a face rig in Maya for my showreel using a mixture of ARKit's blendshapes and joint based systems! Here's what I have so far. Demo Video: https://youtu.be/A1MzcbM9J4k I am using an asset from Blender's public domain Human Base Meshes v1.4.0 pack as the mesh for my rig. The head model was created by Dan…
[IMG]http://www.polycount.com/forum/<a href="http://imgur.com/AtTvDpw"><img src="[/img]http://i.imgur.com/AtTvDpw.png" title="Hosted by imgur.com" /></a>Hey everyone, As an assignment for my Animation course I have to poly model/box model a character, this is my first attempt without following a tutorial and would love…
Dear all, please help with the correct workflow. I have a character created in Zbrush for a game with multiple subtools which are cloth details etc. So definitely I need it to be one mesh with low poly geometry. What I'm doing now it merge all visible subtools to one mesh then dynamesh it to 3-4M vertices. Then zremesh it…
You know what, I 'fixed' it by removing meshes that intersected with that mesh. You must be right. I thought z-fighting only occurred when you, for example, duplicate a mesh on top of another one. But these meshes would actually pop in and out and disappear. Weird...