Add an Editable Poly modifier if you haven't already, select the Polygon subselect mode, and look for Polygon Properties (I think). It's a grid of 32 little buttons, underneath or above it should be a button that clears your smoothing groups. You can then select individual polygons and assign smoothing groups to control…
@iadagraca: Is this the result you're looking for? If this is the desired result you will need to fix the sorting problem. One way to do this is to separate the eye components and then rejoin them in the proper draw order. In blender, select iris, shift select sclera, ctrl+j. More information in the wiki:…
You need to set a scale key at the previous key. You might only have position keys set. Go to that frame select the scale channels in the Channel Box, and right click and Key Selected. If you only want the scale on frame 7 you'll need to set scale keys on frame 6 and 8.
Well, you can just select the loop on the underlying mesh where you want the weld, and hit "Create Shape From Selection". Make sure "Generate Mapping Coordinates" is checked and your good to go.. Or if you feel frisky you can also draw splines on surfaces in the freeform tab of the graphite tools.
well in this case it was my fault. I forgot its just copy and paste mirror, ie you have to select the first bone, hit copy, then select the target bone then hit paste(mirror) With biped its just 1 click , paste posture opposite or similar bizarrely I did it right previously:/
for edges: 1)hover over an edge 2)hold down space to bring up your zmodeler actions 3)select slide 4)select edgeloop complete now every time you click and drag an edge you'll be edgeloop slide mode. I don't think there's a way to slide polyloops though.
you don't need anything fancy. do this: - go into 'face mode' in the UV editor - select some faces - go to the edit>copy in the 'edit UVWs' window - select some new faces - go edit>paste Note that this usually only works if the faces are the same in number and shape. And then only works some of the time...
This is what I do. Everyone has their own process. CHARACTER or complicated model: model (Blender): If you are going to be doing the tex work in substance then there is no real reason to start in Blender. For the base figure you can choose zspheres or dynamesh. sculpt / detail: Once you have a good base mesh unify it in…
chrisradsby: Thanks Chris, glad you made that comment. I've switched the thumbs to colored versions. Does that look better to you? I think I'll keep to this new format from now on. LRoy: My current workflow for creating a diffuse is as follows: Export my 0-1 UVs as a 32-bit Targa image file. Import the image into an image…
Cheers for the comments guys. BeserK - You are right about the doors, I based my scales off the character meshes and didnt test it until relatively late in the process. They are about forehead height at the moment which annoyed me at first. It IS gonna be portfolio so I will not punish myself but it was quite a shock at…