http://www.gumtree.com/london/60/31656360.html We're moving to Amsterdam, and unless we find new tenants, we're being held to our contract (which lasts 9 more months!), so I thought I'd see if any polycounters were looking for a nice one-bedroom flat. It's a nice area and the flat's in good order. Please be impressed by…
Hi i am having a problem trying to add a perfectly flat surface to an object i am modeling. I am trying to go from a curved edge to flat along the sides then at the front it needs to curve down and be flat to the point where it looks like a boolean of a box into say a sphere would.. Adding geometry to the shape isn't doing…
Hey guys! I was discussing the placement of floating geo on more awkward shapes with Joost the other day and came up with a solution which worked pretty well. I haven't seen it anywhere before so I thought I'd do a little write up of the technique. I realise you could really easily do the same using NDo, but I know a lot…
could use a helper (point or dummy) with an attachment constraint set to the center position of the pupil and targeting the head mesh and have the pupil use it as it parent then lock the pupils movemrnent in the link info panel. the disc has a float noise controller in x as an example though i imagine someone here has…
There is probably something obvious I'm missing but I can't figure this out. This is the normal I rendered in UE4: Now I tried lots of things to convert it but the flat part is never the usual 128,128,255 RGB. Here is what I tried: Adjusting channels in Photoshop, Using bake model information with a flat plane in substance…
Hey guys! I'm trying to get my model into Maya to render it using Arnold. I try using the Multimap exporter, but every time I execute the export maps it returns flat displacement maps. Normal maps and polypaint data maps return results as expected and working fine. The only point of issue here is the flat displacements…
Hello everyone, I'm trying to create a ground surface dirt texture that has golden trinkets spread around it. I've made several golden trinkets in zbrush and painted them in SP and then imported them into 3ds max where i use physics to drop them onto a flat plane. Once i'm happy with my scene i bake the geometry onto a…
I'm working on a table, however I'm trying to make it perfect as far as topology. On the left side is what I started with and on the right is what I've been doing. I keep trying to find info about using triangles on flat planes and most resources say not to, or not to have long thin ones. What are your thoughts on…
Hopefully the image says all that needs to be said (Text may be a bit hard to read. I didn't notice the res was really THAT bad). I have some beveled edges and rivets that need to be baked onto a low poly mesh and when I bake them the result is a pretty flag wave down the side. I am also having the same issue with a…
I am a newbie in 3d and I am trying to figure out how to properly make hard surface high-poly meshes. I am struggling to bake a flat surface onto a smooth-normals low poly mesh even with the most basic setup (a quad). This is my low poly: This is my high poly: Both models have smooth shading on all polygons. High poly…