First off, don't use all caps in titles, it's really annoying. Please edit. Looks like a triangulation problem to me. Collapse the modifier stack, then show the triangulation in Editable Poly, and turn edges as needed. Add a Turn to Poly modifier set to 3. Then export again.
adeebalm: any tool that supports boolean modifiers can do that and preferably a bevel shader too (Maya the industry standard still doesn't supports any important modifiers, it will rely on the history, this will at a point becomes unstable). Also Blender has Box Cutter: https://youtu.be/bgB2E7AmaNo
Guys i have been working on this issue as well and have been using a cloth modifier on a garment mesh then after is wraps onto the object i use a multires modifier to take the count down then use a cobweb diffuse and a mask or a 32 bit tga with a alpha channel
I'm not reselling the model, i'm using it in my own game. The license clearly states that i'm able to modify, otherwise, i wouldn't have bought it. What's the purpose of buying something that is royalty free and not being able modify it? All games would look terrible. :P
Mental Ray has (had?) the habit of not ignoring the Lowpoly during baking and hitting it instead of the Highpoly. Try adding an edit Poly Modifier beneath the Projection Modifier, select all polys and hide them (don't hide the object, but all faces) and see if the errors still appear.
Update. I changed the pipe's geo, added a better texture, changed the amount of lights, fixed the lighting in the scene, changed some values/modified the grafitti. The seam issue with the wall meshes seems to be mostly gone now, but I may modify them in the future. Do liek?
hello, I would like to know as to thicken from above part of the ear. the first image I I used boolean without modifier. the second image I used modifier shell but not work I will be me please help me it is low poly
Yeah zBrush triangulation on mesh import is kinda the basis of this hard surface technique. Have a look at the link below. 3ds max/Zbrush: Proboolean,..... This method was supposed to illustrate how to work with Max's super boolean modifier, but it works with the newer Blender Boolean modifier as well.
I also made a cloth that hangs from the robot's belt. initially, I wanted to do it all in marvelous designer, but in the end I did everything in 3D max, using the "cloth" modifier and slightly modified everything in z- brush.
Add edit poly modifier on top of Unwrap then edit geometry add new Unwrap Modifier and continue unwrapping. Of course you gotta relax the shells or may have to re-unwrap parts depending on what edits you do.:)