Your UVs were places outside the the 1 to 1 grid, so Zbrush freaks out and screws up your UVs like that. Be careful when you UV an object and try to give a little bit of padding around the boarder to avoid this from happening.
I experience performance issues (go from 90+ fps to 3-15) when 1 of 2 is true: 1. I'm running several programs (specifically a beefy udk scene) or 2. I'm working on a max scene with a shit ton of opacity maps.
The way he did it was, Step 1: Make low poly Low Poly Step 2: Import to zBrush Step 3: Sculpt details, (while retaining the overall shape) Step 4: Then bake maps using the low poly from step 1.
No left/right direction, I know of the up/down one, that works fine. scaleKey -iub false -ts -1 -vs 1 -animation keys Does left/right but it moves the curve along the timeline rather than flipping it from the curves center.
ok heres another. If its still going tomo i'll put up the one that will probably give it away :P 1: Did she grow up around here? 2: No. She was an immigrant. 1: What's an immigrant? 2: Someone not from Maine.
I also agree that including 1 min previews on youtube are great, I think anyone who is considering creating videos for the platform should do them. 1 min snippets from my videos seem to have helped people make the decision.
Cheers Thegodzero, Here is this mornings speed painting. It also took 1 hour and I based it off a 1 inch sketch once again. I tried to loosen the flow up a little with this one, taking some inspiration from craig mullens style.
setting the clip to 0.5 is fine - you're supposed to fiddle with that I'm honestly not sure why you're getting the crossed over influence. the reason I thought it might be connected to the lerp alpha is that if a negative number goes in the output gets kind of inverted (look at the maths for a lerp and you'll see it). and…
I'm trying to create a simple rollout with a bitmap image for a button, but the image needs to use its alpha channel as the mask. The problem is while it's easy to get the bitmap I can't figure out how to use the alpha in it. This is what I'm doing: rollout image_button_test "Image Button" width:150 height:100 ( I thought…
For my project, I am building a set of modular pipe pieces with different diameters. Currently all of the UVs are square-mapped from the 0-1 range so the pieces are perfectly tileable; however, depending on the thickness of the pipe, its UVs may be stretched too thin or too far on the V axis. I could scale the UV shell…