This may be a stupid question but if the answer is no then I have a follow up. I'm making a chamber that has pipes coming out of it. If I UVW Unwrap both pipes and chamber seperately will they maintain their UVW unwrap co-ords if I use the attach feature? I will be attaching using geometry and bridging, not just leaving…
Hello, everyone! I have a 3D character ready (for gaming), I'm about to retopologize but have a quick question before I start. My question is, do you retopologize the eyeballs separately and then bridge the eyes (and the model) together after (making the eye sockets watertight and then adding the eyeball in the socket)?…
green dot indicate vertex that is a problem. usually i use cleanup tool like this: run it with select problems only (not cleanup automatically) convert selection to faces isolate selection smooth mesh preview (this exposes hidden duplicated verts, delete them as needed) if there is still a problem cleanup tool is pointing…
Progress Update, I have been learning UE4 Material/functions and Instances. Also been reading about smaller stuff as SSS for Foliage and Trying to find a good workflow to create the bridge and mixing detail normal with it. All textures are placeholders for now. Although i have a concept, My main goal is to make it a bit…
I see. That's a pretty big drawback and a deal breaker for me. That means that you have to have the super final locked down model to start painting in painter and keep all functionality? I rarely need to change the UV's and if I do, there are many ways to transfer textures in other software. From what you're saying I get…
I think the face is not soft enough. There's too many harsh angles that are making her look masculine. Her cheeks seem too gaunt. Check out how far above the upper lip the bottom of the nose is in your references. On your model it seems too high in comparison. Her brows are too prominent. Again look at the profile shot in…
It's quite nice looking! Constantly surprises me how much detail you can shove into mobile devices nowadays - a breakdown of your scene would be interesting to a lot of people I'm sure. I did notice some issues with uneven texel density, and the textures on the bridge don't really match up across edges. Also, I'm not sure…
I haven't upgraded to wireless N yet but my old WRT54G router has been working like a champ for years and I haven't even loaded the customized hardware on it. I've got 2 computers, a 360, Wii, Tivo and PS3 connecting to it. Everything but the PS3 works great, after some research it seems like the PS3 just has shitty WIFI…
I started to work on the first environment, it is still really W.I.P. but here you can see a couple of ingame screenshots and a wire. I'm using just a 2048x2048 texture atlas for the whole map (and another 2k map for the ligthmap) I just used about 1/3 of the texture space, but I still have to add a lot of textures to this…
When I run mesh cleanup, this is what I get : And within each of the problem faces, an extra vertex, as I suspected. All you got to do is delete these vertices. You can also just delete the face and bridge a new one in. See, all along the seams here. It always happens during mirror operations. I dunno if it's a bug or…