I barely ever rigged a character before so I hope I am just missing something obvious here. I finished rigging my set for Dota and then noticed that I have to move the pivot to (0,0,0) and also reset the X-Form on some meshes. I used the Skin modifier and when I move the pivotor reset X-Forms, the rigged mesh becomes…
Required/desired texel density depends on that Texel density itself is static and directly related to object dimensions and texture dimensions. It does not change unless you modify UVs or scale the object In this case. The UVs are probably the root cause of any problems like pior said - it's certainly nothing to do with…
assuming OP selects the correct option when attaching the models it should all work - obj supports multiple materials on a single mesh. Im not quite sure from memory what happens to material IDs if you detach an element that has only a single ID from a larger object that has several - it wouldn't be surprising if it…
Hi guys. I have a question about shading. I need to use a low-poly model and set up shading on it in such a way as to preserve the sharp corners on the model's border, but I can't do it correctly. I tried to use the Data Transfer modifier to solve this problem, but you can see its results on the middle model. Tell me how…
I dont like it. Theres an inherent cynicism that comes with a project made entirely of asset packs and tutorials that cheapens the art of game development. Stock assets are however an incredible tool when used as such, they can give you a starting off point or fill in a gap in your skillset when needed, but it should be…
Add a Turbosmooth modifier and enable 'isoline display'. Now go into editable poly and enable 'show end result'. This will allow you to model using the polygonal proxy mesh cage while viewing the subdivided result. You can also scroll down to 'subdivision surface' NURMS rollout in the command panel and disable 'show…
I fixed a bug in the script you should download it again. The workflow is a little funny because I ripped this code out of a larger script where most of this was automagic. But it's a lot of work to modify the code and I don't have time to make it simpler to use right now. 1. Create an atlas in texture packer with…
It would be nice if the tool supported the use of custom cage meshes. I use them a lot now in max, when baking tricky shapes. In the projection modifier you export the cage as a mesh and can use the poly tools to edit it before reimporting. When using the explode tool in RTTAssist though, those cage meshes are left behind…
I'll have to work on that hand in the concept.. :) I wanted to mention that I like to export blockout shapes between max and zbrush all the time... based on the shapes I export from max I decided to change the shape and pose of my main sculpt in zbrush. Its a pretty fun way to work as the hardsurface stuff will have an…
We’re seeking to expand our talent pool and work with freelance 3D modelers/studio with absolutely evil modeling skills that we can use in our 3D cinematics for the ad industry. You will help us modify Daz characters and add custom wardrobe to match supplied reference photographs. You will also be responsible to create or…