A few ways to transfer UV's to a skinned mesh original article: Maya - transfer UV’s to a skinned mesh (notion.site (notion users can duplicate for local copy) Description of the problem and manual solution: ArtStation - Transferring UVs AFTER rigging in Maya * Automatic way (plugin) Zoo tools plugin automates this to a…
My best Wacom was an old light gray colored one. First in intuos line probably. It was closer to medium size and had small margins around working area , no buttons , nothing redundant , watertight plus a thick everlasting cable. Perfectly fitting a table surface with keyboard on the left . Lasted more then decade. Couple…
As far as I remember a quick fix for this was exporting all as fbx to Blender and import it back from Blender to Zbrush. it makes it all be rescaled to default standard 2 scale at import. and wrap mode starts working as usual. Should work with other 3d packages my guess. Well, untill it's too hi res alredy . Then merging…
It's probably coming from dirty geometry produced from dynameshing+remeshing very concave areas and closely overlapping parts. UvMaster will lock up on the "cutting handle..." operation when it comes across these dirty areas (non-manifold geometry). You can try using the check mesh and fix mesh buttons to see if that will…
Hello! I have a Bitmap2Material workflow question. First of all I have to say that I'm very impressed with what it can generate from simple untiled texture photos! This is gonna be a real timesaver in my toolbox, I'm glad I updated to Substance Live! But I have to admit that I find the name of the program quite confusing.…
hitting the spline button is only the first step. its in no way the easy mode button. you still have to go through and adjust the curves. Here, I`ll try to explain. So in the picture below is the translate y. Lets say its the up and down motion of a foot while it's walking. the first picture is in stepped mode. The next…
I'm a big halo fan and completed 99 weeks straight of weekly challenges in reach (I moved country and missed hitting 2 years, 104 weeks :( ) From what I've been seeing from 343 in regards to making it more competitive and having smaller maps, things seem to be looking up again for halo! (the BR!!!) However I still see a…
Honestly if you plan to use in a game there are several issues to consider that don't really get brought up around here much. drawcalls, overdraw, batchcount... they vary between engines. usually using 1 material per object is better than several.But on an object like this I can see reasons where one map ISN'T better. 1-…
oh dude....pelt mappin' galore. take for instance a characters arm. 1). throw a unwrap uv modifier on your model 2). select face in the modifier submenu and select face 3). select a face on the arm 4). look under the map parameters menu to the right of your screen where you have options like "pelt" and other stuff. click…
Hello, We are happy to announce Substance Designer 4.3 with Yebis Integration! Yebis provides state-of-the-art viewport post process rendering directly in Substance Designer. Digital artists ultimately want to feel unconfined by unnecessary layers. They want to make a change and see what its actually going to look like…