My nasty-removal cocktail that I carry around consists of: CWShredder HiJackThis! SpyBot Search and Destroy. AVG Free Edition (http://www.grisoft.com/doc/40/lng/ww link to free edition) Usually with a combination of these and a web browser I can purge almost anything. (don't worry, some little zealot will pop his head in…
So. Things have changed a bit. If you copy the page address from Sketchfab, you need to edit it a bit to produce an embed... The raw address = https://sketchfab.com/3d-models/rin-tohsaka-fatestay-night-heavens-feel-9ff1d66f147a460cad3217b80b884c11 But if you edit the address a bit, it will automatically embed itself...…
Yeah sure Go into the editable poly under the skin modifier. Press 5 to go into element subselection Selection whatever elements you want to hide Find the hide selected button in edit geometry and press it Press 5 again to come out of element subobject selection (I circled in red that icon you don't want to see when you go…
Just edited the script and it now works fine. I have just tested it with 100+ models with 170 polys each. I think that the problem with the script is when the script loads up it is defining the local variable as 0 so that when the script runs it thinks there is no objects selected. This is causing the button to be greyed…
I meant if you want 2048x2048 texture you bake it 8196x8196 in Blender and then downsize it back to 2048x2048 in any image editor. Well, if Blender wouldn't hang for such an output size (depending of how much RAM you have). It would do it much longer too. Any other soft has anti-aliazed baking option. I don't know why…
That's a gross misrepresentation there, Calabi. A great deal of Blender's development happens in at the Foundation and all people keep in contact through IRC. Every two years, the Foundation gets a bunch of artists together in Amsterdam to make a short movie, with the programmers sitting mere meters away from the artists.…
I jsut tried it and was not too impressed. again transfer uv would have been nice also, but has to be same vertex order I will look more in to that now EDIT hey that works now ie shrinkwrap with taget normal project there was no weirdness at all. I will test it a bit further seeif I can break it:) (this was in version 2.81…
I agree with this statement, I get too much of a Big Daddy vibe instead of it feeling like Pudge. It just does not feel like the butcher anymore, and as others have already said, the tri budget will destroy this. I have had tri limits ruin less ambitions projects. Just seriously edit this down and make it way less busy and…
Nice! Looks like you have a seam between the cap and main section that is coming through in the normals but doesn't appear to be painted in the diffuse. Needs some darkeneing in the middle and highlights around the edges, maybe a little rust too. Edit - about the normal map, it's not often I see object space normals but…
That kinda works but then you've got the issue of maintaining two meshes. edited your low poly mesh? Better make the exact same edit to that intermediate mesh or redo all of your support loops :/ MrOneTwo: Not sure about that. The only way I can think of is to bake both out, but set the Render Output Ambient Occlusion's…