The hardsurfacec elements are really looking nice. Not sure the overall appeal of the character's proportions is as effective as the hardsurface modeling elements.
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
Is it possible to hide at the element level? I'm rigging a character that has lots of different elements in the same mesh so it's uber hard to skin paint. Thanks!
Hi, I've done some smoothing group work on a low res gun but when I detach one element (any element) the smooth groups on that element are lost. It becomes all faceted. I tried exporting and importing it before detaching but it's the same. Thanks. *Edit: The problem only happens on some elements of the gun. It's like…
It needs its own UV space within the 0-1 area-- not stacked. So some shifting around of other UV elements/islands would have to be done to fit it in there. Even if the UVs are identical, if the texture needs to be unique it can't be stacked.
Hi again My Render Elements beauty pass (image 1) seems to look unusual, it resembles a reflection pass. :poly142: I thought it would look more like a complete version of all the elements (image 2), am I wrong in my understanding? :poly124: Thank you! :)
if i have a shape i can not wrap my head around. i just go in and draw a wireframe over it. starting with the more detailled parts to see how much resolution i would need in the simpler elements. a ring is always easy to upres