yes, using one of my now numerous custom brushes. that one's just a vertical line of 5 dots with pen tilt enabled... it's just like the one you see all the cool kids using over at CA.org, i'm hardly original on that point
Still feels way too narrow to me. You could squish the whole thing vertically by about 10% or more and it would probably feel more 'right', and probably more thuggish too. You need to pull the ears out too I think.
cool lookin! may give it a go one thing i could suggest for your maps - is to add some vertical elements to them , with high/mid/low (cover and water). some visual occlusion could be good too - instead of wide open spaces.
your reference's shoulders are hunched. gather more and pay special attention to the way the neck and the soulders connect -- also the size of the neck and traps vs the collarbnes. head, also, is a little squat vertically. And your reference is like a 6head. looking good though man.
i would automatic map the table, cut the uvs for the side of the table, flip them horizontally or vertically depending on how maya decided to orient them, stitch them back on to the table, but not stitching the corners together. looks like this there's probably a better way though
Hmm on the first look iit seems that your edges on the high poly are to hard so that the geometry didn't bake out that nicely onto the lowpoly. Also what are all those extra vertices for? looks like you just could remove 75 % of them.
I don't think you can rotate while creating a spline. Not sure why you would need to? Also, are you trying to make a complicated cut around several polys? Why not use the connect function? It works as an edge selection or a vertice selection.
Hi guys! Here is description of my problem: There are two equal cubes, Edit mesh and Editable mesh. When I create new vertices in sub-object mode, they are showing ONLY with Edit Mesh. What's the problem? P.s. my english is not brilliant, sorry :P
Memory really isn't the problem here - no mesh is going to eat 8gb of memory. there's something dirty in the exported model that's upsetting painter - whether that's an authoring issue or an export issue I can't say but it's not running out of GPU memory cos there's too many vertices
Thanks for the help. So it'd be just using decals and maybe a 'damage' material vertex blended? In that case, how is the silhouette of the damaged parts fitting so well? Is this achieved by just moving vertices around to get a damaged look, then applying the decal on top of those faces?