I have finally figured out how to link up images on here! The image that i posted with the trucks that has the wireframe merged into it, i have put it on my portfolio, how does this look? Should i keep it or should i put up the full original and then the wireframe next to it?
Using Substance tools for a project doesn't necessarily mean using dynamic Substance assets throughout. One can texture to one's heart's content in Painter and Designer using as many crazy materials and inputs as needed, only to ultimately export out the result as a mere normal+albedo+roughness+metal.
I have experimented with photographic generation before, never thought much of it as practical use, but this is rather interesting what they have achieved here. Edit: Wouldn't there be potential for trouble photo genning a church and gravestones for games? I remember some game falling into trouble for merely recreating a…
Not sure why you got the error in the first place, or why your files are corrupted, but you could try to recover the contents of your old file(s) by importing them into a new one. Create a new file, then go to the main menu > Import > Merge, and find your old stuff.
I'm working on the trident now. Anyone now how to set up the subtools so that when I merge the 3 trident blades into one subtool, I can sculpt with symmetry? This is only my second weapon, in zbrush. Also, what's the best way to approach the red wrapping on the pole?
My advice would be to scrap everything, register on ArtStation and fill it up with some quality assets. If you don't want to do that then just merge the "movie" and "home" pages. And please, take out that robot, it just shows your lack of topology understanding. The sheriff is a much better character :thumbup:
Not a solution, but a workaround. Export your micromesh back to Maya. Select only border edges using selection constraints then do a merge verts. Mess with the tolerance until it gets all the verts you need. I've hit this kind of problem myself before. I'm interested to see if there's a proper solution.
is this perhaps the same issue i ran into once? - http://polycount.com/discussion/172035/how-to-merge-uasset-files-into-projects i managed by creating my folder-structure behind unreal's back and reading the paths out of the binaries with a text-editor. as i recall the materials then magically found the textures.
rawkstar "lol i know exactly who you mean, BUT .... does anyone give a shit?" Perhaps it is merely a point of contention amongst some people. I'm a little disappointed myself that no change has come from this nor commentary from the offending party... Dr. Decency says "For Shame."
Well in hammer you seal the world and then turn the brushes that aren't sealing the world into detail so they aren't joined together with the rest of the world. If you have two detail brushes that touch or intersect you make them separate detail brushes so they don't merge and create more faces.