Do you have two objects intersecting here? Merge them into one seamless object. or Explode bake them. The highpoly "roundness" of shape A(little shape) is tracing down onto shape b(big shape). Also, post wires, normal texture, etc. Along with an untextured shot, preferable from the viewport.
hey Skrzynska, I think the colored one is better. Things are more readable, because of the additional contrast the color provides. In the Black and white Version values of the dog and background are quite similar and things start to merge together (Jacket and rock for example) Also marked some things that looked a bit…
MAX as in... 3ds max? wow... Did not expect you guys to be using that. That sounds great though. Being able to set everything up in the animation file itself. Damn. Does that mean that each animator owns a hero, since they are all in 1 file? Or do you work locally and then merge into 1 file later?
Use Tool: Polygroup: AutoGroups to see if they are actually fused together, or if the ends are just mashed together. The only reason they should be fused if if they were imported with no caps and the merge button was on (this is off and buried by default), or if you used dynamesh at some point (but if that were the case…
You cant rotate patterns in photoshop and that is why rotating textures is not yet a feature for DDO, so there is no easy way. What you can do is to do a merged copy of the texture and rotate it by hand, and then switch R and G, and invert them as needed depending on the new angle. But its coming with 1.9, so hopefully…
Hey Jmiles ! Amazing work ! I've a question : How much time did you spend on the armor basemesh in 3dsmax? And all the details on the basemesh ( like spikes, cercles on the shouler, .. ) , after import that in Zbrush, did you keep all as separate subtools or did you merge them together? Good luck for the Retopo :-)
Why not have the script read the layers, if the layer has the prefix _diffuse or the layergroup has the prefix _diffuse that layers or layer group is merged and export as an image format ? I'm going to safely assume this tool is geared towards game artist, but you should include film &tv artist by including EXR as an…
So this was brilliant. But I have one problem and that is that my high has a rock path in it and the rocks were merged subtools so when I project all.. I think it gets confused and snaps to the ground that is going through the rocks. EDIT: Nevermind I fixed it. It was the distance setting on project all. Thanks Pior!
Maya 2015 added some much improved symmetry tools with Modeling Toolkit. If you don't have 2015, the only thing I can suggest is to model with the inverted instance approach and then once your done, mirror the mesh with Mirror Geometry or simply delete history on the instance, flip the normals, and then merge with the…
UPDATE : looks like the current BNormal gives in certain cases better results than the one I'm preparing , which means, I need to merge two algorithm into one command, it'll be like : bnormal -v 1 OR bnormal -v 2 . Where 'v' is the version flag and 1/2 version number...