Heck ya you're ready, apply away. Neat art! The junior character artists at my work don't know rigging, skinning, blend shapes. Would be good to know I guess, but still, start applying now. Keep working on more personal stuff though!
One method I've heard of is to use the solidify modifier. Make sure you don't choose 'fill rim'. Apply a negative value so that the 'interior' mesh is proud of the main mesh. Apply and then delete the main mesh and you should have a good cage with minmal fuss.
I'm also a little confused on what you are doing exactly with the edit normals. I've learned from some people at work, if u apply an editor normals to your lowpoly with the normal map applied in realtime in the viewport , it fixes them up quite nicely alot of the time.
I have a question about the VFX category : I understand that moving or applying textures to the spheres is not permitted, but is it possible to apply a deformation of some kind ? For example, a "black-hole" effect that collapses the sphere's vertices in a single point. Sounds good man, go right ahead! -Nate
Did u do "Non-Convex Packing"? That't the new fancy one. Also you dont need to combine. in 2017, if you apply all objects and apply a unrwap modifier, "Non-Convex Packing" automatically make even texel density. https://vimeo.com/163361143
Do you have a texture projection applied? If so: Do you have more than one texture projection applied? If so: Do you have the right texture projection selected when baking? If this doesn't help, you may want to post some screenshots.
Also you can select multiple objects, apply UnwrapUVW which applies an instance of that modifier to each object and unwrap them as if they where one object or individually if you like. The advantage is that they remain as separate objects and don't need to be split back off after your done.
Hi, im new to maya. so i painted density maps with 3d painting tool in maya for xgen and then i applyed vray fastsss2 shader. Now i can't see my previously painted mask. How to get back to see my painted mask? It's probably because of new applyed vray material on the mesh.
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Hello , how can I do to avoid deforming borders when applying modifications oan a mesh that has a open side? Ofted with Zbrush when I apply alphas or inflate or other brushes the borders get modified, I would like to preserve those in order to not change the general borders of the basic first level model.