FWIW Blender does what you want by default. That is to say : if you have a head model with blendshapes and then sculpt it into another head/character, the blendshapes deltas will carry over - and you will have only a little bit of cleanup to do, if any.
@Neox what monitor do you have there? That looks so good i'd switch to that setup in a second. Also are you using any special software to split up your screen space like that or just default windows stuff?
@ Darkleopard. I just exploded the mesh parts and threw them into Xnormal, leaving mostly everything in default(for speed) then baked it out. haha nice fearian! It felt very wierd watching my prop on your screen :D gogo!
Yeah, Max Projection does not transfer the normals. Doesn't seem to be anything similar by default on Max, so I'm using a script : "SlideNormalThief". POM is working now after all the feedback. Thank you so much everybody for the help.
If you're on PS 2017, that would probably cause this. Use PS 2015, 2014, CS6, CS5, or CS4. If it still persists afterward, my recommendation would be to install the Suite to a new folder - like *\Quixel SUITE 2.2\ instead of the default.
A little hard to understand the problem. A vid cap or animated gif might help. One thing you could try is to lock your selection (spacebar by default) then use hotkeys to change the axes (F5 - F8) instead of clicking on the gizmo.
Does Krita not let you choose an installation dir, or am I missing something? Seems to default to C and even though the installer has a Disk Management section that says "..or select different destination drives", there appears to be no way to do that.
The answer to this question is maths. Lots of maths and code. Edit: If you're working in UDK, you're going to find there are a lot of things that UDK treats as 'default' that are going to get in your way. One such example is player collision cylinders; they cannot be rotated.
i tried baking with 3ds rtt 2012 and 2013, same results it's not the bake thats bad, but the preview in max 2013 nitrous only works with the default normal bumpmap in max, not xoliul, but its really ugly compared to xoliul or 3point
Yes turning that off did the trick. Why was that on by default anyway? I am close to my end result just a bit of fiddling with the correct shadow "thickness" and I can render my assets. Thank you very much!