Turbosmooth it 4-5 times(without isoline display) add an edit poly modifier on top and export. In Zbrush, you separate all the pieces into different playgroups. Use Dynamesh at a higher count (700-1000) and you have even topology. You can create your highpoly there, to bake down on a low poly mesh later on.
Messing around between 2 versions (linux and windows) shows the problem is related to screen tracking. The same thing occurs with boxcutter's array modifier. I think this is a dual monitor problem and just a case of monitor boarders snafuing the addons. Solved. Turning off Modal warp under the Hops dropdown/top menu,…
Thank you very much! I'll keep that noted. One more thing, What about modeling with Quads and then Sub-D for Baking? I was told Sub-D isn't recommended if I want to make a high poly version of the asset. Because the Rays wouldn't capture the angles very nicely as supposed with the bevels or bevel modifiers.
Well there is a workaround, simply scale your UVs so they fill the lower half of UDIM 1001 (between 0-1). Then do your texturing, and once you export the textures, open them in Photoshop and crop. If you use UVW xform modifiers and manual canvas size etc in Photoshop, then it's 100% accurate and there is no fiddling…
As Alec wrote it, our modifier uses 3 uvw channels to put the tangent space data there and read that in the shader. So it's perfectly doable. It is also doable to make max render normalmaps into a different tangent space. If your studio is already a 3point customer I'd be fine to share some source code and directions on…
I'd favor slicing as well. Clip brushes don't modify the topology, they just push vertices around and mash them together. You can read about its behavior (including the alt function and the importance of the crosshair on the rectangle/circle brushes) at…
What 2cat said, you can have multiple loft profiles. I use it for cambering on those examples, you can see the 3 loft variations: I recommend you to run a "normalize spline" modifier on your track spline though, it'll break your spline in equal segments and makes it way easier to control.
Ah that's defiantly a silly way to do it. In your stack have (bottom up) editable poly then symmetry modifier. This will allow you to mirror everything you do by simply clicking up the stack to it. Saves a enormous amount of time and you can see where your model is going alot faster. It even welds the seam for you.
the RGB channels correspond to XYZ in 3d space. 128,128,255 blue will basically inherit the normal direction from the model; while changing R and G values will shift the default normal direction left/right or up/down. There are disadvantages associated with hand painting the normal map for sure, but it's not absolutely…
Well I discovered if I put a mirror modifier ontop of the object above the skin, I can reflect it across the y axis and copy it. Looks exactly like I want when playing. The problem is that its actually just "looking" at the original skin and bone setup. So the copy has no bone structure itself.