If you want to apply a texture to the normal map for visual interest, I'd suggest zimmerit, the paste Germans used to protect their tanks from magnetic mines. Note that it was applied only to the vertical surfaces, however.
This is a problem with Ase. files, the only solution is to detach the head as seperate mesh and apply a another material slot for it, then group every thing, do not reattach it. You can't apply a multi-sub-obj material.
Hi! So, I've already painted this layer with base color and other channels applied, but I forgot to apply the Height as well. Is there a way to sort of convert my already painted color channel to b&w height map in the same or different layer? Thx
Can you clarify more Noors? I'm applying the modifier to the object, choosing Face...then what? There's no "Apply" button or anything that I can so. What steps am I missing to replicate this?
I think he meant the polish option in the deformation tools. It would be a slider. You can apply it to your whole mesh at once or mask out some parts and apply it to those only.
It's nothing that complicated.Import your obj and apply a split modifier, with split by sharp edges.That seems to work to me.It doesn't shows the hard edges by default after import, you gotta apply that mod.
I don't think this rule applies to walks for the reasons you listed. I think what they meant was that same principal applies to the hips if a person is airborne where they're being affected by gravity
apply several planar/cylindrical mappings on different parts of your mesh, then tweak them, moving uv points, stitching edges etc... or if you're very lazy, apply an automatic maping but it's shitty
I think we actually have this feature already but I can't apply it to one specific thread, it has to be applied to an entire forum. I *think*. It's called threaded view, I believe.
Could be Z-fighting. So double faces or, more likely, a copy of the original model being in place or the low poly being considered for baking as well (although the models seem different enough to get a different result from the latter). I assume the cage is well above the top faces? And the lowpoly model in the top…