You are probably right that the texel density might be off between faces or the UVs are stretched causing the seams. I used Headus UV Layout to unfold the shells but I'm thinking that perhaps I should try "optimizing" them in Maya or something, see what happens with a different layout. I didn't think UV layout would be…
Not just when you next experiment on wooden objects, but on everything. Every time you model an object, think about how it is manufactured/built, what material it is made from and how this affects construction, and ultimately what its story is. Obviously collect good reference as well to complement this observation. This…
Depends what your workflow is. If your subtool is dynamesh, you can just turn on the "Group" button in the Dynamesh menu, then use the SliceCurve brush to cut right through it (then regenerate your dynamesh), it'll create two separate meshes (but still one subtool), it's a really quick way to cut off pieces of dynamesh for…
the only solution i can think of is : - Either add in more control edges to your low (i.e. not have so many 90 degree sharp corners, rather have them beveled some) and rebake - Do the above and use object space normals READ THROUGH HERE (this will explain what i mean about chamfering your edges and object space normals)…
Yes, the hill is the problem. Here's what i got. Character used to run straight. I kind of solved the problem, but it looks not so straightforward. What I've done is created a path and dummy object. Created path constraint for the dummy. And then linked biped to the dummy. Therefore, I have an opportunity to edit curve how…
[ QUOTE ] #666 3D Max's mysterious reset xform modifier will suddenly prove to be useful...but only after you've spent a few hours rigging the character and compiled it. Leaving you guessing "what teh fack happened?!" over the next few days. [/ QUOTE ] What's so mysterious about that? It removes all translation, rotation…
step by step: 1.) selelct either chest or legs and convert to poly, In the editable polytab click "attach" and select the other body part. Now booth are 1 Poly/ Mesh 2.) go right click on this object and go: object properties > backface cullig 3.) now if some faces seem to be flipped select them and hit "flip" in the…
that does work! Although it breaks transparent object (renders them as solid). So i think i'll try another method, which sinistergfx pointed me to: Put an omni light with ambient only and set it's light shader as ambient occlusion and render a lighting pass..... <edit> This also breaks on transparent objects /shakes fist…
i never had vertex mismatch between maya and mudbox. as mentioned above u need to turn off "create multiple objects" option and "groups" off in export options and obviously dont modify topology. i done this several times without any issues. also export/import one object at a time from mudbox. btw, if your model is…