there isn't enough geometry to match the live surface, so the quad draw surface is getting hidden behind it. you can either adjust vertex at either end so the connecting edge is not occluded, or quickly switch to the multi-cut tool to drop in some edges where it is difficult with quad draw. Hold ctrl + middle mouse IIRC…
Hi! Very nice progress on your cloth factory prop so far 👍️ Looking forward to your updates. What do you have in mind regarding the workflow? Highpoly to lowpoly, uniquely hand painted lowpoly, vertex colors, textured by trims/atlas, anything else? @Fronk3D I tend to edit my posts when nothing was posted in-between.…
Work with Sub-Ds. Do your low-poly control mesh, UV it, add MeshSmooth, Vertex Paint it, then Texport or Render to Texture to a new map. Yank off the MeshSmooth, apply the rendered/texported texture. Should work fine.
I hate cages too. And I have not noticed marmoset does it any different. But I am not sure, haven't used it much. I myself just have all vertex normals up in such case. it helps with lods too. And I keep same UV on hires model. Then I just have a material in Blender where input geometry node normals have been *0,5+0,5, for…
Zbrush is one of the rare softs that at least trying to be artist friendly notwithstanding its alien UI. The sculpting and brushes are pretty intuitive there after you have ripped through all those UI crazy inventions and replaced its transparent panels and eye sore orange buttons with something neutral . I just don't…
I use headus also and noticed this awhile back. The problem seems to be headus changing the order of the referencing groups when importing/exporting the obj from max to headus. g Box01f 1/1 3/2 4/3 2/4f 5/5 6/6 8/7 7/8f 1/9 2/10 6/11 5/12f 2/13 4/14 8/15 6/16f 4/17 3/18 7/19 8/20f 3/21 1/22 5/23 7/24 g Box02f 4/3 2/4 1/1…
Texture switching is not very kind to OpenGLES apparently. Legacy PC hardware (i.e. the P3/Voodoo3 combo) can handle it a lot better than the Pi. There's also the Linux/BSD variable driver suckage (and some mesa3d rasterizer players even), and there's also the >333fps desiring competitive player base to worry about. This…
Issue 1: You could use the world position as the texture coordinates and then blend between the X, Y and Z tiled textures based on the direction of the normals. For the tiling, using one color map for the whole terrain + a mask for different materials (grass, rock etc.) and then blending in the detail diffuse maps and…
This way you do NOT have to rig and animate it. Basically you just use vertex painting (which I didn't even know what that was before the video) to paint weights on your object in maya. Then in UDK you can animate it using vertex's. So basically you paint it two colors from top to bottom, lets say the bottom is blue and…
Hey there dude, I have by accident fell on your poste from gamecareerguide.com and I saw your portfolio works and now this. I would like to help you out so you can become better. I'm going to be very honest, so here goes. You really need to work on your "modularity" and, most importantly tilable textures. The wooden floor…