Or just use the "Flood" button in Paint Skin Weights, with mode set to Replace and the value set to 1. Then you can just select 1 vert, convert to shell (CTRL + right-click, choose To Shell to get the whole element - way faster than grow selection), and hit Flood with the required joint selected. Basically doing the same…
Great sculpting! I agree with Seth that the boots look off. They need more shape (especially noticeable from the front view). Get some good reference for them. How did you do all the hair plains on his head? Did you manually place each one?
Hello everybody, i am working on tilable pieces and i modeled some walls etc. I have height maps which is created in zbrush. I want to apply maps to pieces and repeat itself again and again. So i imported map to substance painter to see does it repeat correctly. But unfortunately it doesnt unless i set uv shell 0 to 1 on…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
Unfortunately I do not have Substance Designer. Thank you for linking it though. I may have to get it if I can't find a workaround for this. Here are the diffuse maps. Legs Diffuse Body Launcher
I think you could embed specific pieces here in your forum thread, you're more likely to get feedback this way, less clicks required. You're losing eyeballs right off the bat by requiring people to click a link first.
Damn, I've been really busy. I got some time today to put some more tweaks on the High, integrating the mashed shapes by adding in some indents where they intersect and making the edge widths more consistent and get a good start on the low. I remade the bolt/charging-handle area so that it will now be an asymmetrical part…
Hello! My apologies if this post is in the wrong place. If that's the case please tell me! So I'm testing my WIP custom helmet for Undying in the Dota 2 workshop, when I get this error. I'm not extremely experienced with skinning, but to my knowledge I believe I skinned the helmet correctly. Do I need to export something…
More geometry is the easiest solution. If you wanted to get fancy, and know the model is only going to be viewed from a certain angle, you would paint the textures in a way for it to look smoother, but that's really specific and not practical.