and then, when you've finished robbing some poor bastard (in a video game) you can have another little fiddle and invent a crappy triangle stripping algorithm (without first checking how people usually do it) more vertices!
Hey there, is anyone else tearing their hair out with the target weld tool in Maya 2016? So, I want the texture to follow the vertices when I move them (not in the UV window) Currently I am merging some vertices (with the new target weld tool) in the perspective window and the texture does not deform with the change of the…
My problem: as you can see in the screenshots, the same quad in SketchFab and in Maya is presented with a different "interpretation". [TOP - SketcFab]: the horizontal diagonal is kept intact and the vertical one folded; the result is an awful, steep drop in the profile of the rock [BOTTOM - Maya viewport]: the same…
Well, I'm not sure why you'd need to use the lattice modifier here. And even if you did, that's a lot of subdivisions; will the model even have enough vertices itself for that amount of detail on the lattice to be effective on the car? I think you should try to just focus on modeling for now; ignore deformation modifiers.…
Make a box, convert to poly, make some cuts, push vertices to closer represent final form. Repeat cuts and moves until you satisfied with how it looks. Sculpt over it for fine detail. Bake to lowpoly.
It's OK EQ, just take a deep breath and let me handle this :P You can't do that (change your model after the bake), since changing the vertice's and shape of your model (aside from simply moving stuff around) will break your Normal Map. Your normal map is reliant on how your model was baked (smoothing group, UV shell,…
wow!!I just fixed it.I recommend everyone who use ZBrush to do the following. 1.Make your final UV for lowest subdivision model. 2.Do not go for creating maps(color,normal,displacement etc),for now. 3.Switch to lowest subdivision level. 4.Under tool menu>UV map,then click on Flip V.This will flip your UV in vertical…
I think I'm wording it succinctly enough. I'm just saying I don't want unnecessary splits ;) Or I'd like to be able to undo a split. Take a look at the second pic I posted. Essentially that's what I want, not the first one. Say I subdivide one part of an object, in this case the box. Of course it creates vertices that rest…
I agree with nick, pipes definitely don't come across as metal pipes, they are simplified in the concept image but, even simplified they look like metal pipes, also the shape is too thick and the vertical part of the pipe is completely missing ( at least from what is visible in the screenshots. Biggest things that are in…
You say that because you have an already configured Blender, made after years of utilization and you are accustomed with its workflow. Just try to use a vanilla Blender and tell me if it's the way to present a professional software, select something and you'll notice that the tools works in a different way, C it's always…