I do the technique as above. Yes but the UV space and the bitmap are two different things. Just set it to render a non-square bitmap. I just use the transform gizmo to stretch the UVs. It doesn't make texturing difficult since you can render out bitmaps any size you want.
yes, either animate it by hand or constrain your bones to a clothsim that's run on a higher res version of the cloth piece in question and bake down the transformations for export into your engine. in some games, this clothsim thing is handled realtime, however the results are not perfect, especially if you have bodyparts…
Hey! As the title implies i'm having trouble with some topology. I've been modeling a plastic chair as an exercise, so think of it as a high poly static mesh. The problem is, i think i stumbled upon a very annoying and inevitable 6 sided pole. Here is the (Still WIP) model and the pole. Ps. the model is symmetrical I…
It's not to do with triangulation in a strict sense. I think this issue is that sometimes the vertex normals are locked and aligned to some worldspace transform or otherwise just broken in some way. when you wrote you can't even assign smoothing groups to the affected areas is a clear indicator the normals are locked and…
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
I have no idea why that collapse is so crooked. If you need to retain the straight lines, you'll need to select your pairs and do "merge edges to center" instead. Or you can use Transform Component to scale all of your pairs down so collapse can't stray too far.
I guess I meant something a little more like this: http://imgur.com/rwoif48 Rather than this: http://imgur.com/R69mfky Its true I can have all islands viewable in UV mode but then I lose the ability to manipulate or transform by object select without making everything else disappear.
I'm probably misunderstanding the setup, but can't you just sculpt on the attached arm with symmetry turned off? Both arms don't need to be aculpted if you're just going to mirror one over? Otherwise, be sure to freeze everything, 0-off your transforms, and export with local coordinates. Seems to import fine.
Yeah the porta potty might be a bit big, but I think I probably just made the ramps a little small this time. Right now the bike is just being animated by manipulating the transforms, I'm not much of an animator but I'll try to get it looking a bit more natural as time goes on. Thanks for the input!
@Skamander - Been along time, but from what I recall it was mainly with the viewport. Shaders not working or showing, selections not updating (or acting very slow), transform gizmo bugging out etc.. I usually had to find a somewhat stable/working driver and stick with, as new ones only gave me greif.