well then could you not wrap the call for that script and the switch to a brush into a macro and assign your brush icon/hotkey to that? seems i have to check that reset brush script out.
Unfold and flatten should work. Stitching sides together to get a big "+" shaped map that will wrap around your box and then rendering the UVs to texture is how I would do it.
Just add Skin Wrap to the object. When it hits the object its linked to it just deforms around it. Not sure if the flex or spring would be effect by this but it is one way I know of.
Oh yea I forgot, Jericho is on Netflix, which personally I thought was a great series, although they had to wrap it up so the second season feels very hurried.
NOTE: THIS WORK IS IN DIRE NEED OF A MAJOR REVAMP THAT MAY OR MAY NOT HAPPEN! The intent is a more subtle, emotional take on a less explored character's backstory. In this, Akali. To write a story about her I of course first sought to draw upon her core character traits, but then came to realize there were none, which my…
What do you guys think? I had a lot of trouble with wrap 1, etc in zbrush so I just did a manual tile in PS. It's meant to be a realistic texture, but it turned out to be more of a hand painted style.
hey folks, i baked a normal map for this model and am getting some visual artifacts, as you can see here: It's doing something weird on the bottom across the line of symmetry too. I followed this thread: http://www.polycount.com/forum/showthread.php?t=107196 and this video: https://www.youtube.com/watch?v=kGszEIT4Kww…
Just wrapped up this rock set I've been at for quite some time now =D More shots including sculpts can be found here https://www.artstation.com/artwork/g2YyDE
No it's not great to have the lowpoly UV squashed like that. What you want to do is flatten out that bit. If you're baking the texture from a hipoly then you need to make a bake mesh that wraps around that bit. Here's a diagram: