Well, it's hard to judge the accuracy of that truck without knowing what you're comparing it to. But regarding your other points... The flat matcap basically just shows you model without any shading, without any shadows. It's useful if you just want to check the silhouette of your model without being misled by shading or…
Hi guys! I am available for a full-time or part-time/project job as a 3d Sculptor. I can sculpt characters and objects in 3d and do renders. https://www.artstation.com/piovani
Pretty easy. If its one object give it a base material, then select polys you want to apply the image to and apply another material (image texture). You can even place textures on top of an object using projection. I'm pretty sure you can control the properties of the textures too. When you ask a question its a good idea…
With miauu's Select by visibilit you can: select all objects in the current viewport. This includes the visible and invisible(objects behind other objects) objects. select all objects which can be seen in the current viewport select all objects which can not be seen in the current viewport(they are behind other objects)…
This script is requested here. What the script do: Select objects, Run script and pick an object in the scene. Selected objects will be moved in the Layer of picked object. Video demonstration Download.
Hello! I have a 2048 texture for large object A. I also have a much smaller object B. I will have object A and object B appearing many times in the level. There is room on object A's 2048 texture to hold object B's much smaller UV islands. If I was to texture object B separately it would be half the size or smaller than…
By increasing the material's glow past the limit, the bloom is "activated" by it sooner, making other bright things in the scene less bright by comparison. So those other objects shouldn't glow anymore. Set the object's glow really high, past the limit, then play around with those bloom settings again.
I can't seem to find a way to do this. I want to bring in quad mesh in, do some minor sculpting on it, and export as the same topology with the same UV's. I can import a mesh with quads and UV's as a paint object, but to get a paint object to sculpt room or too retopo room and then to sculpt room it always seems to get…
This post is really old, but I've run into the exact same issue. I'm trying to offset my scatter object in the Z axis, but if I enter a value like -500 trying to get the objects to sink into the ground a bit, some go up and some go down. What gives? It's not placing the objects based on the pivot either. Really irritating.