Issue: CC 1.51 is forced to shut down when creating a morph slider from Blender and Sculptris Steps:* Export the OBJ from CC * Sculpt the character in Sculptris or Blender, and export to OBJ * Import the OBJ in the CC Morph Slider Editor * Error message occurs and forces CC to shut down Solution:* For Sculptris users: the…
Doubt compression removes all that vertex data if any, how would it know it's not used at some point in a random script or BP in the middle of the game running? It should just be a way of packing and storing the data that is there so it's smaller on disk at the expense of time it takes to unpack and load it into mem, not…
on the new screenshot its instantly obvious to be a seam Seams are always from either: -mismatch of UV shells and hard edges -in engine only: from mip mapping and too low edge padding -overlapping UVs The easiest workflow imo is to not care about smoothing when modelling too much, UV the thing to have the most connected…
Thanks a lot Eric, I will search. I'm having a hard time trying to bake ncloth deformations to bones. I'm not sure I can make it. But I did it on a single vertex from a cube. Keys on vertex, copy/paste the curves from the graph editor on a locator, scaled them to 20, then constrain parent on the joint. Quite a lot to do if…
When doing caves - soft selection will be your friend. Selecting jagged or stretched polygons and running a relax on them is helpful as well. Caves are pretty flowing and organic, don't worry about perfection. as far as the texturing, if you are able to us vertex blending and multiple uv sets you can do this: Unwrap the…
This could be due to a few things. The most common problems would be that polygon is an ngon, has unwelded edges or contains stacked polygons from an old extrusion. * Ngons: use Mesh > Cleanup to find ngons or just switch to vertex mode and make sure there are no more than 4 points touching that polygon * Unwelded edges:…
If it's not very clear to the user, what about having a preview shader ? I can write you one quickly if you want. It seems like that's a very minor disadvantage compared to the advantages of vertexcolors (no texture memory used, just light vertexcolor data, no pre-processign RTT step, live viewable...). Also vertex color…
Ok, I had an issue with my computer wich broke, so I couldn't get the whole things, I got stuck with a decimated model at 15k vertex or something like that and my new low poly wich is 1300 vertex. I tryed investigating some of what average normals mean, what UVs do and stuff to get my theory right but I can't handle it…
You can use vertex color as mask to use different textures or just use vertex color to multiply with your diffuse texture and you will have some color variation at least. Using second texture with different tile to make variation is another option. Rim light or fresnel shaders look really beatiful on cartoon environments…
What software are you using and do you plan on taking this into game engine? if so check it there to see if it's a software problem or graphics card. Game engines sort transparency better than 3d softwares, so sorting is usually an issue that can't be avoided. Sort order is determined by newest vs oldest vertex created.…