In Max outside the UV editor, you can use xView display mode (View->xView->Flipped UV Faces).xView is quite a capable analysis tool many Max users do not know of. It shows the data/faces directly in the viewport on the geometry and let you select the relevant faces with one click. There are other usefull UV tools there too…
My UV editor has a "Tear off faces" -tool, along with lots of other features. http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/nightshade-uv-editor You select your faces, click a button and those faces are "torn off" and converted to a UV shell selection. Then hit the unfold button, select the shell…
what zacd said + you need to relax the uvws to get the z faced uvs to flatten out a bit and then straighten selection. Under the UVW Dialog menu : Tools ->Relax -> Relax by Face Angles (set Amount to 1). Go into face selection mode, select the entire element, hit the straighten selection button under your "Reshape…
@Gav - Thanks for the continued advice! I'm working on the back and chavicle at the moment while continuing the rest of the body. Your right about the face, it's my weakpoint, and the sheet I was working off of is stylized more then realistic. I'm collecting some faces right now and gonna rebuild a more realistic face.…
I noticed the same. Maya says on the docs that it writes the name of the face-sets in the Alembic file. Blender also writes the names to the file, it creates face-sets based on the names of the materials that separate them. So this would be a piece of feedback: to let Toolbag load Alembic face-set names instead of using…
My problem with hulks face is that it is way to narrow. Hulk always had a very wide face - aka big distance between eyes and wide jaw and such. Even Eric Banner had a wide face... Edit: hehe, he actually looks like as if Bruce Lee got turned into the Hulk which is perhaps one of the coolest characters I could ever…
You don't have to use push....if it is indeed mental ray your using, simply go into the face sub object mode, select all the faces of the low poly model and click hide faces (not hide object). Click back on your projection modifier and your cage should appear around the now invisible low poly model. Hit bake and your done.
Nice stuf in here man :) . With the faces, pay more attention to the planes of the face, as it feels like you are putting all the ettention on specific features. While the structiure of the face is lacking. And tighten up those edges on the smurf guy. I can tell you aibrushed his colour on :) . Go back in with a hard round…
I used Unreal 5.3, but that shouldn't really matter. The issue your facing is most likely that you didn't put the .uasset files in the right place. Make sure that the downloaded VAT folder is directly in the content folder of your UE project. So, the file structure should look like content/VAT/... If you attempt to move…
I think you should set the shader to masked rather than translucent. If that broken window is a different material and it shows through I think that indicates a sorting issue with translucency. if that does not solve it you can double check the face normals be setting the shader to two sided. if that looks correct then you…