Wow, it figures I would get a flood of comments while I was out for the day! Okay, let me try and get to everyone in turn: IEatModels: Thanks! Musashidan: I'm not entirely sure what you mean by "solids"? It won't work on splines for example (though plans are in the works) -- basically it will work on anything that can be…
Yo! What's bopping polycount!? I'm new around here hoping to get some help. I've finally started to dive into the world of IK and CAT rigging and my oh my am I stuck in a few places. My first question has to deal with weighing through vertices on a model as you can see on the images attached below the difference between…
If you press the spacebar on the 2d preview in designer it shows you the tiling. In this case the material simply doesn't tile well and you're not going to be able to fix that properly with sneaky shader tricks etc. Particularly on something so structured. Making interesting textures that tile well takes a huge amount of…
Vertex normal editing still isn't in. It was listed on the 2.68 targets originally (third to last bullet point under 2.68 targets), but I'm not sure if it's been bumped till next cycle or not. I don't see it on the current target list, though this smoothing group thing wasn't on there either.
Cool project :+1: My only nitpick would be that some of the grass currently looks floaty and could integrate better with the world. Perhaps something like blending in a different texture at the ground could help with that. But also placement. Gameplay wise, I could imagine tracking some person or a group and piecing…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
Lets say I have a low poly mesh I want to detail in z brush. If I were to make different versions of the low poly mesh for morph targets. could I apply the alterations in z brush to my new low poly meshes to make a bunch of high poly morph targets ? would they still be valid as morph targets?
BFF did work great, but has gathered a bit of dust since then. Another way would be to save the source Max file, then create a Container or Xref in the target scene. Everytime you save the source, the target Container would be updated. If Xref, IIRC you have to manually refresh the target .
I attached a max file (2017) as an example. 1. Uses Path Constraint (not Spline IK) 2. Each object has a Look At target to the object in front of it. 3. Each object's Look At upnode is set to the same look at target. 4. There is one extra object that the last can target.
Yeah, that was pretty much it. First time using Mixamo and I was impressed at how simple it was to re-target animations. I'm working on a target budget of $0 though :) so I need to work out a free re-targeting workflow. Definitely keep Mixamo in mind though, great idea.