You wouldn't necessarily need to use Meshlab to create your low poly - you could just delete the turbosmooth modifier and eliminate the unnecessary edge loops from your base mesh, unless you collapsed the modifier stack or can't be bothered tidying up the base mesh.
sorry about the post it in the wrong topic. i used the space wrap modifier for this which i still dont know how to collapse it, however i delete the space wrap and used the ffd(box) modifier which i overlooked on the object instead. So problem solved but then not really...
A) Yes, just make sure all the parts share the same rig via the Skin setup. B) Usually, you can attach the different parts together and drop a UV modifier to mange them, OR you could just select all the pieces and UV modifier them all.
Hello, i have a problem with the pathdeform modifier. What i want is to model this engine "cap". The problem is that it deforms my mesh not uniform, some areas are clinched and some are streched. But I want to spread those rectangles evenly across the shape. I tryed it with the pathdeform wsm and pathdeform modifier,…
Darshie if you are using 3D max you can try skinwrap modifier. It deforms a mesh based on another ones vertex/poly deformation - in this case your base body skinned mesh deforms clothing. And you can convert it to basic skin modifier and tweak if something is wrong too!
np mate. Try to play with the modifier( pivot point and channels), it's a bit tricky at first ( the maya bend modifier could really use a visual upgrade)but i'm sure it'll give you the result you want in the end and you'll be able to make a lot of modular pieces with one asset :)
As long as you have not applied the Array Modifier yet, you can just UV the bottom stair and it will be automatically copied to the rest of the stairs. If you have applied it, your best bet is to just delete the top stars and redo the Array modifier again. There's not really any way simpler than that.
haha, this is cool! Hey It's probably somethign dead simple, but how come your symetry modifier shows the results while your in edit poly mode? Mine only shows up when I select the symetry modifier or higher on the stack. I assumed thats just the way it was! :P
I've done this manually using the wrap deformer in maya. We only had a few shapes to transfer, although it's probably not too hard to automate the process. Max has the skinwrap modifier, and Blender has the mesh deform modifier. Any of those should get you a result, at least as far as making the various morphs shapes you…
If it's a shatter effect you're after then Rayfire is the best option in Max. It even has a Shatter modifier. There are also several free options on Scriptspot, such as Voronoi Fracture, Mirror Shatter, Advanced Fragment, and my favourite of the freebies is VoroFrag. This is as close as you'll get to the Rayfire Shatter…