bounding boxes are all ok but the problem is bugged UVW unwrapper. I got solution on other forum to detach one windows and unwrap it then copy it few times. Wierd thing is, when I had single window, UVW align was still off axis but after copying windows, wielding vertices between them and again detaching one window I have…
@Ruflse Cutting it as you suggested worked :) Thanks sooo much, it's been driving me crazy for a few days now. I still don't understand why when I follow the tutorial it doesn't work however and why he seems to get the same result with just the two cuts - one along the edge I mentioned earlier and the vertical one around…
Normal Map Functions PS Actions few things it does: - rotate clock wise - rotate counter clock wise - flip horizontal - flip vertical works on an entire document (layer), or a selection. recommend pulling the selection off of your main layer first (ctrl j). think it goes channel to channel, not channel to layer, don't have…
I like the colors and overall style, but for me there is a disconnect between the middle and background (value and perhaps also perspective wise). There is a harsh value difference between middle and background and almost no value change within the backgound. So to me it almost looks like a painted vertical canvas placed…
It depends on how the pieces are made. If they're floating geometry, just batch scale copies of the pieces before putting them on your character, you can use Snap to Vertex and say snap a Pauldron with a 125% in size to the middle vertice on the shoulder. If you mean something which is more 'form fitting', then I have some…
I'm pretty sure that's not possible. The only way to do it correctly is through a post-shader. It's because you need to compare a pixel with bordering pixels, something that can only be done when sampling from UV's, which is obviously not the way to go. In Zbrush they do everything on CPU plus they can work with vertices…
That must just be a visual thing. The velocity is the same with both 1 or 2 buttons pressed such as when pressing just "w" and pressing "w + s" you get a velocity of 6. My guess is that it's a optical illusion or something like that. For instance, when you are moving vertically, you move the same speed as when you move…
haikai I checked it out, and the plot thickens. The shape on the normal map certainly is a sphere, but its green channel is reversed (compared to the rest of the normal map). The effect from applying that to the eye should be reduced changes in lighting vertically, and increased changes in lighting horizontally. I'm not…
In this case I did the variation by hand, but I think you could easily do this with a procedural noise deformer. Just be careful to make sure those gaps between stones aren't destroyed by that. Depending on your 3d-software you could probably mask some vertices to not be affected by any deformer. Thanks! Haha, thank you!…
Fantastic. I love it. But pastey white bumpkins don't come in hair-less varieties. This dude needs a good layer of man fur! Also, looks like too much volume loss on the bent arm. For the purpose of a posed render, you could probably just adjust the vertices themselves to save time over weight painting, assuming you made a…