That's odd, flipping the shells should invert them (or fix them if they are already inverted) and mirroring just fits them back into position. Are you sure there is nothing off about your mesh? Did you reset xform before you added the UVW unwrap modifier?
I just wanted to say thanks again i have got a lot faster using marking menus just wondering how I make the custom uv editor marking menu. How do I modify the native MEL script is it very complicated ?
Marmoset is a realtime renderer. Quixel Suite is a texturing suite. They're not really directly comparable. 3Do is just for seeing what you're doing while texturing, really, if I remember correctly it's a modified Unity/Skyshop setup. Marmoset is a specialty program for realtime beauty renders.
As people are saying the proportions are off; Head to waist vs waist to feet, apart from that the neck is too wide and gives her a mannish bodybuilder look. You could get away with an ffd modifier, expand the top half or contract the lower half. Keep going :)
Thank you and Yes :) I want to brake through the window, left wall, and lower display under the window, where the Ford is located. I fingured I would first design the duplicates on the right, and just modify in Zbrush...add on some alphas and particle effects.
So for the second one, normal map will for better? So to summary about displacement map. It created as same as normal map. It change/modifies geometry. Need more polycount to work. UV's are very important/ Now i need proper tutorial to see how to create:D
yeah, I get that I change the values in maxscript, but is there way to detect if the caddie is open? Basically I'm trying to create a key that might do one thing if I'm not using connect and would change to modify values only when I'm actually doing a connect.
Hey thanks for the fast reply! I saw something in a tab and there were small squares with numbers inside. Is that what you mean? How to get rid of this issue? Another question: how did that happen since i didn't use any smoothing modifier? Thanks!
Glad to have helped. Read about the edge smoothing (maya) / smoothing group modifiers (max) to understand why that shading issue occurs. It's a prretty common thing -- easy to fix once you know it but understanding how the normals work is pretty important for a lot of reasons.
That generates vertex colour data. no uvs needed. For generating cavity/convexity data you'd be better off with a modifier like tension http://rpmanager.com/plugins/TensionMod.htm Its much faster than a script. or use XNormal. Both will generate the data with no uvs on the HP mesh