Hello everyone, There is something that made me really stuck at rigging today (my first time with manual rigging no biped) actually I created bones from foot > leg > spine > neck > head, then I added helper object and did orientation constrain each bones to related helper object. when I back to refine the bones fin, I lost…
This is a 3D environment I've been working on artstation I also published additional images with sculpts and materials (https://www.artstation.com/artwork/kQYAL0) I would like to hear your comments and critiques. Here is also a link to the cinematic video I produced (https://youtu.be/75rVp1a5Gik). The original concept was…
heya guys (and gals) i used displacement approx modifier on a hipoly object and though it renders fine, when baking it doesnt work! does anyone know something about this? the displace modifier might work but i get horrible results from that...
TopoRelax is a 3DS Max modifier which relaxes meshes while preserving their volume unlike the normal relax modifier which shrinks the mesh. Get it from here http://www.mariussilaghi.com/toporelax.htm [ame="http://www.youtube.com/watch?v=ewcdnIjeeuw"]TopoRelax 1.0 - YouTube[/ame]
Hi guys, I recently finished my Shell Modifier v2.0 for Maya. It's available now on Gumroad. https://vimeo.com/141424223 https://gumroad.com/l/shellmodv2 Greet, Janos "this old post header was edited to reflect the new ShellMod v2.0"
Surface deform modifier in Blender - https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/surface_deform.html And yeah I was going to say Maya has a deformer for that. No need to roll your own code.
You can just right-click on the Unwrap UVW modifier in the stack and go "Copy", then select the object you want to copy UVs to and right-click over its modifier stack and select "Paste".
More loops, bend modifier and taper modifier woud be a start.Or you could make the flat shape, add more loops and use conform brush from max > graphite modeling tools> freeform.
I am very new to zbrush, what is a skinning modifier? how do I disable a symmetry modifier? Now that I think of it the objects I have that are not working are either not closed objects or they are not symmetrical.
Do you exit sub-object mode before adding the Unwrap modifier? You should. Sub-object selections are passed up the stack, so the upper modifiers are limited to just the selected bits.