Final update! Added Earth and some beauty shots to give that sci fi orbit feel. I gotta say I learned a lot from this project! Pretty happy with the result. I rendered some video clips on my artstation account : https://atomicarmy.artstation.com/ Edit: Did Minor adjustments
In an editable mesh, each face appears to have a unique set of edges. This is a pain in the back bottom if you want to do something like collect a list of all the edges that border a face selection. In an editable poly you can store your face selection in A, invert it and store that in B , convert both A and B to edge…
Heya, Set the horse aside for a bit to work on doing a few human models. It's been remarked that there is a glaring lack of them on my site which needs to be adressed . This is the first throw. Presently at 2030 poly's. Took about a day's work to get to this point. For the time being she's still pretty generic but I wanted…
In regards to the losing mask, I usually use one of two work-arounds: * if it's a hand-painted mask only, simply copy the mask and place them in a separate (hidden) layer group so you always have a bakcup * if it's a procedural mask with some manual edits, I usually keep a backup layer of the differences only (like, if you…
Thanks for the forums, I've learned a lot from them the first time I read them. I think we had the same chat the first time I've posted at this website xD. I've ended up creating a vertex group from the back faces, setting their Face Strenght to Strong and adding a Weighted Normals assigning the created vertex group.…
At first - sorry for my english. I have an object, and unwraped UVs for it (for diffuse texture) on 1st map channel. I choose again 'Unwrap UVW' and change map channel on 2nd, then click 'Edit UVW' and I'm changing UVs for e.g. lightmap (or I'm doing it automatically by some program) - and ethg is allright. And now, when I…