Hi guys, for the last 2 hours I've been searching all over the interweb without any luck in search of a 3d short film about a cartoonish girl getting a digital make up kit where she can move her own vertices and extrude. She of course fucks it up and ends up deleting half of her face(sorry for spoilers) Can anyone help me?
(Your image is suggestion a different question.) For setting the 3D Cursor (white-red-doted circle) to any coordinate: on the N-Panel > View 3D Cursor Location set any value you want.. setting to 0,0,0 just drag over X, Y, Z and simple type 0 (once). For moving the object (in Object Mode) or any selection of…
okay, someone told me a neat trick if i create a 7sided polygon and unwrap that in the 2nd uv channel into a rectangle, i can create 7 evenly spaced stripes which i can fade from black to white through the inputs and displace the vertices on their normal direction. and then either create an outline shader or something…
This isn't a problem I'm having at the moment, but to Eric Chadwick's question https://polycount.com/discussion/comment/2213096#Comment_2213096 at this link "Long thin triangles are generally bad. For normal mapping, but also for rendering in general. The few extra vertices help avoid those long thin tris." I saw Eric…
I disagree with this too! :D I think that most modeling tools in Max work much better than their Maya analogues, and I say that in an objective way, it's not my biased opinion, it's just how they work. That means faster times, and I didn't say anything yet about the modeling stack. For instance (I used Maya extensively…
My latest approach to baking better and cleaner maps (especially normal maps). Credits go to both Prophet9 and Nannou for sharing their knowledge with me. Note: This is based on 3DS Max. Sorry maya/Blender/Modo users. Though I guess someone can pick up something useful from this. Previously, I used to make cages from base…
Hi, I needed the texture to not overlap because I baked a high poly sculpt details on it,the material i got it form substance share and used it as i got it with the default normal without editing it but now that you mentioned it I will look at it a bit more. Could I had moved the UVs vertices with a checker in the UV Map…
Hi! Decided to start with the Half Timbered House by James Arkwright. I don't know yet how much time I will have for this. But at the very least, I want to make a couple of nice texture sets. Rough notes about textures and structures: Current state of blockout: I find it particular challenging to imagine the obscured part…
Does anyone know what is happening here? It's a simple house siding but AO and curvature bake seem completely random. I made it in Blender and AO node there works normally. Scale is applied, normals are correct, no overlapping vertices. There's no bevel but adding it doesn't make any difference though when reimporting the…
Thanks @zachagreg i really appreciate it! Baked the barrels. I used 32 sides cylinders to get crisp normals at all angles: I managed to get a nice fused effect without having to merge the meshes and connect the vertices: This is the low on top of the high poly. I just made sure that they share the same name (so that the…