So while I'm editing the vertices on my mesh after applying voxel solver, some of them need to have normalize turned off in order to change the abs effect. A few of them work pretty smoothly, but most of them do crazy stuff like this: The first image is the vertices selected with abs effect on 1.0. Second is the same…
I know this is asked many times probably (even recently), but I haven't figured out a comfortable way to create the polygon hair with cards. Here's the low poly head (separated from the rest of the body) from my character where I'm trying to create the hair on top of it: I'm aiming for a ponytail hairstyle like this, but…
Hi! I'm sort of new to DDO but i found my way to the effect properties that use object space normal masking to apply directional effects. When i open up the settings for it, the problem is that changing the sliders seems weird. I think it's easier if i just say what my spefific problem is. I have my dirt layer go on the…
I was trying to make a script to activate the Paint Select mode while turning on ignoreBackfacing so that I don't select faces from the other side when painting. To make this compatible with both EditablePoly and EditPoly, my thought process was to make a tryCatch function so that if it failed to the first clause because…
This is my second character model using Zbrush, 3Dsmax and Mudbox. I just enter my third semester of school in video game. Any tips and trick would be greatly appreciated. I'm a noob at forum, I don't even know how to post an imagine on my own tread :S. Plus I created another tread at the wrong place... Thank You!! With…
Now I know why it is happening and how to fix it: "Insert an extra edge" But this just makes me wonder. Is this really the proper way to do this? Is there not an easier way? I tried thing like editing the tangents or splitting the surface around it's edges. But these methods did not give proper results. (I might have done…
Okay Im back with another model that I finally finished texturing. Crits are welcomed but Im done with this thing as I have been working on it so long trying new techniques that didn't work out as time savers (Im little tired at looking at it right now). So with all the set backs it took way too long to texture. Just a…
i think you'd want to do this in the vertex shader really however... this "should" flip the point across the yz plane position - (2*position.x, 0, 0) Obviously you'd have to account for the object's position - which is fairly easy but then you'd have to account for orientation which is where things are going to get pretty…
@fearian what you should do in these cases: scenario a) i want to reuse and recombine these meshes 1000 times in awesome cool new ways than do this: keep all those meshes separate (same atlas map/material though) but make a second uv set for each one of them that covers the full 0-1 uv range ! scenario b) these models have…
"texel density" and texture resolution is pretty much the same thing, at least in this context. One determines the another. When you set your modular mesh uvs to use 512p/m, it means you assume that uv space 0-1 will be filled up with a 512 texture, and this 512 or whatever resolution texture will fill up space equal to 1m…