Hey man, i think the char looks cool, but just as an fyi there is an edit button on the top-right that you can use to make edits to your post. No need to re-post the same thing 4 times. This is a forum, not reddit. Keep up the good work!
Are you using a doublesided material for the backfaces? If so try duplicating the geometry and flipping the normals instead and then edit normals using slide normalthief (or whatever way you edit your normals). Remember to uncheck doublesided in your material. That should do the job I reckon :)
This works for me if an Editable Poly or Edit Poly is below the Unwrap modifier. If it's a primitive or a mesh, the problem happens as you describe. ( --GET UVMOD uvMod = modPanel.getCurrentObject() --CHECK IF UVMOD IS SELECTED if classof uvMod == Unwrap_UVW do ( --EXPAND AND CONVERT SELECTION…
By merging, you mean attaching ? This doesnt seem to alter the explicit normals for me. Are your objects editable poly ? Do you attach them with the editable poly attach ? Also you can specify to use smoothing groups in the fbx importer. Might be of some help.
No idea, nor do I care. Just tell me if it looks nice I'm not worried about optimization with this specific model. edit: also i dont feel like converting out of editable poly :P i have like 10 different objects
band: placebo song:running up that hill. Just went to the youtube comments for the answer, I kind of like it, but it works well with the editing of the trailer. Whos doing these things anyway? Usually a good cut trailer is better then the film, they should get that guy to edit the movie or direct .
Day 38: Baking is Done Yes, I can say that all mesh maps are baked. There is a caveat. There where three meshes whose cages did not push out correctly in Marmoset, so I had to manually create a cage and bake separate maps for these meshes. I will combine them onto the marmoset bakes inside of substance designer. I used…
The objects need to be the same type afaik. So you can't mix Eg. editable poly and editable mesh. If that's not the issue I don't know - the command is new to me. You do need the unwrap uvw there first but I'm honestly stumped as to why. It was adding it fine in script here (on 2019)
Tool: Topology: Edit Topology Similar setup. I started with a cylinder in an external program and extruded it, although you could create the basic mesh with a zsphere/edit topo again as well. From there I brought it into zbrush (pic), converted it to a zsphere / skin (pic and pic), and added thickness to it (pic).
And as it turned out, I didn't complain. Purchased and pre-loaded. Looking forward to trying it out over the weekend. Also, I'm serious about that special-edition for sale at PAX 13. See about making that happen. I'd drop upwards of $60 for a proper special edition boxed game.