Instead of using extract, I would just inflate (to push as far out as you need) then use panel loops for thickness. You'll need to use "edgeloop masked border" and then delete the unmasked points. The qmesh function in the zmodeler brush will do the exact same thing. (shift+click and drag to inflate, then regular click and…
python 2.7 or 3 is not a big issue, most of the code can still run ok, find out a small task/function you will need to do 10+ times a day, then make it into a tool ( or a button), this is how I start my code journey.
I want the spread between each pattern to be random number instead of an average spacing. Unfortunately it isn't like the FX map, so I don't know how to write a function for randomizing that
so i was playing with groups loops and panel loops when i noticed this strange occurance : how does a nice set of polygroups like this : turn into this ? trying to use dynamesh with its groups functionality to maintain the polygroups
Hey, I have the problem in Zbrush 4 that the cavity function in the brush palett "automasking section" is not working?? If i want to paint with cavity on, it just throws the colour on the whole modell? Anyone with the same problem? Is there a solution?
Is there a way to bake them? if not: or should I use maxscript and make my own multiply animation function that bakes it? [edit] other maxscript solution, collect the transformed track values, remove the multiplier curve and then reapply the values.
I noticed you can scale a brush using CTRL + mouseup/mousedown, are there any other brush hotkey functions available? I often need to rotate decals and it can be pretty tedious to keep having to touch the slider to do it.
Hello everyone, I will start this thread to post my weekly updates for my Necromancer project. I am really looking forward for your thoughts and feedback! The main focus of the project is the necromancer, the playable character. I wanted to create an elaborated character, to show the development stage throughout the game…
Hi, I want to recreate the sign and railing from this image in UE4. In Unity it's a simple render line function but I'm wondering if the effect of a single pixel line from any distance can be recreated in UE4? Thanks!
I'm an almost-two-year uni student, and looking to put this into my portfolio for internships in year 3. What's your thoughts? Still WIP, Plan on having it fully functioning in game. http://www.youtube.com/watch?v=aWSgaXOtne8&feature=youtu.beThanks, Dave