I think you've gone too far, you've lost a lot of what made the texture interesting. I would have just brightened slightly that one vertical line of bricks.
well basically some vertices are close to each other which is nothing to worryabout in first case. just keep an eye out for errors. reset xforms ,to get rid of the second message.
Are you using Skin or Physique modifier? Skin has the Paint Weights tool which allows you to weight vertices/faces, and Physique has a vertex-level selection to link to bones.
We are currently a 4-person team with just over 50 combined years of game development. With roughly 30 of those combined years being in AAA development, having shipped many well-known titles in director-level roles, we bring a good amount of experience to the project. Personally, I've worked on games for the last 13 years,…
Looks really good so far! The only major issue I see is the bony landmark at the nape of the neck feels too long vertically. Maybe also try widening the shoulders for more balanced proportions. Really cool, though. Love the legs!
Hi As you can see in this video the auther shows absolutely vertical orientation of gradient map but it's obvious that it is needed to use different angles - for example 57 degree and so on How to do it?? https://www.youtube.com/watch?v=V_hgmFeEMPE Thanks
In my shader, I'm trying to use vertex offset when I mesh paint but I can't seem to get my vertices to recede; only protrude. Could be worth noting that I'm using UDK July 2012
Hey all a question that i ask myself for quite a while now is, what is the purpose of Point Rendering? Is it a representation of Vertices or some sort of Debug visualisation? Thanks for any light you can shed upon this mystery :icon3:
Is it possible to deform vertices or faces in a way that is similar to folded origami paper? I.e. the size of the mesh remains constant when moving points, deforming along the polygon edges but not actually changing size (only orientation and position)?
Marmoset Toolbag 3 looking for tutorial on how to fix backface 2 sided shader normals Cull backface = off texture maps set 1 texture maps set 2 flip Vertical