Is it possible to push Uv's of one end of the uv border and have them start coming through on the other? Sometimes in zbrush if your uvs are too close to the border and you use fixseam setting, it'll push pixel from the bottom of the uvs through so they begin coming in from the top. I was wondering if this is possible in…
hey guys I was hoping you could help me. i made a lowpoly model in maya and when i took it into zbrush one of the edges started to split on me. i went back to the low poly and made sure everything was properly welded, but it still keeps splitting when i used the display border edges it showed me that i still had a border…
Currently having this issue of white borders on an alpha masked material. I tried edge padding and then used this tutorial: https://www.youtube.com/watch?v=oh2WGL8hvPo also tried out this technique: https://www.textures.com/tutorial_alphabg.html Noting how old these techniques are, have unreal engine devs fixed this issue…
Oh, I totally forgot about Poser. But Poser doesn't bring that much features to get close to a real artist. Yet. DeviantArt is a good example. I wonder where the borders are. Are there even borders or will we all become the same?
This may be equally as useful, set hard edges by uv border: http://www.polycount.com/forum/showthread.php?t=52722 This is what I use, as you dont want hard edges where you do not have uv borders etc.
That's great spitty, good job on the hair! Minor nitpick but I think a hard edge would work better for the border of the bust? It looks like the shoulder area has been squashed down vertically because of the soft, curving border.
The Bridge tool while in border mode, has a twist input, two actually. Bridge in border mode often gets the triangulation right where the edge mode version typically gets it wrong and has less options to correct the problem.
Go to "border selection" (Default key 3), select one edge of the hole, all other should be selected automatically) and then click on "cap" in the Edit Rollout. This will fill the hole with a single n-gon. You can then go to vertex mode (default: 1) select the vertex and use connect to create 4-sided Polygons. Another…
The borders are low to save memory. It tiles, you can see that it repeats once :) That border is just there for the sake of how ZB works with wrap mode. I need to try to make something smaller and let the lowpoly create the cliffy feel of things.