This is a timelapse tutorial to show how to make Blender Rigging with Armature, which is absolutely for Beginners. In this video, using the example Squid Game Soldier. https://www.cgian.com/2021/11/blender-rigging-tutorial-basic-for-beginners.html
Here's another example of what Layout UVs does now: It was set to 6 pixels gap between shells. And some of them have huge gap between them, and some are literally touching borders. :| Why? What happened?!
I am really confused on when I should bevel or not? For example if I am creating a building in Maya should I bevel the edge? or ? I create things and I don't know if should move onto texturing because I don't know if the edges are correct.
Hello guys! Is possible to tile a part of an image? I have a texture like this And I want to use it for 4 different tiled materials (3ds max viewport) For example, there is Cropping/Placement option for material in 3ds max However, I cannot find anything like this in Toolbag
Dear All, I can not find the solution, how can I move the action center freely? For example: I would like to bend a tube in a way, that the center of bending is not a clickable item, and is out of the tube? Or is there any other simplest way to do it? Thank you
Hi All, I am trying to figure out if I can make holes in my mesh inside painter? For example, check out the enclosed picture and a screen shot of my model inside painter. Is this possible if so can someone point me in the right direction. Thanks! Alex
for example, start with a simply cylinder and turn on the polyframe, I want to select every other row of a cylinder(every odd row or even row), I played with lasso select a bit but it seems to behave quite randomly, how to make such a multi selection in ZBrush?
heather the 'i will report you' girl i tried studying 'conceptart' as they call it when i paint from example it looks nice somehow that stuff doesnt seem to be transfering over to my other work ... i wonder if im missing something anyways go crazy
Bonjour I'm looking for a way to get something close to the exhausts in EVE Online. I've done sort of similar things before, but of a lower quality. I'm also fairly new to using particles, so any tips on that would be appreciated (assuming particles are the way to go) example:
This works cmds.polySoftEdge(a=0) so does this: def softnormals(*args): mel.eval('polySoftEdge;') but how would i define the angle? for example I thought this would work but it doesnt? the "def softnormals" is the button that is linking to QT so that line cant change: def softnormals(*args): mel.eval('polySoftEdge(a=180);')