not sure about it being a bug. The tranform constraints I don't believe are associated with the move/scale/rotate tools directly. I think they are connect to the selection tool, even though they work across the board with many tools. So perhaps resetting the selection tool ( 'Q' key) would reset those transform…
The selection of whatever faces I have selected in the UV Editor carries over to Edit Poly no problem, but I can't seem to find a way to get edge or vert selection to carry over, does anyone know of a way? It's simple enough to select the boarders of UV shells in the 3dsmax editor window, bind Open Edge Mode or Open Edge…
is it zbrush? my preference would be to do anything that requires a lot of transform manipulation and selections in a regular 3d program like blender or maya. You wouldnt need any special techniques to do it there other than just group feathers into layers so you can select them easy. If you set pivot point to the base of…
Hey this might be a dumb question - but when you build your level in maya first, whats the workflow in getting it into unreal? Do you just rebuild it by hand in engine or are you transferring transform data somehow?
Of course, NDO a good tool. However, the possibility of transforming normal maps in stock, I will use their algorithms. For true and accurate transfer of volumes. Together with the AO that can be done by ColorID, for me personally replace the NDO.
that is odd. perhaps reseting and freezeing transformations in Maya before exporting will help. you should use Goz to transfer mesh back and forth between Maya and Zbrush, looks like you already have it installed, it's a single click, very handy.
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
Hello everyone.I have a question.I have two subtools in zbrush.first subtool is highpoly model with polypaint information and second subtool is my low polymodel with uvs. My question is how can I transfer the polypaint from highpoly to lowpoly since the highpoly model doesn't have any uv.
Hey gang! Anyone know a reliable way/guide to transferring a set of pbr textures from one mesh to an identical mesh with a different UV layout? I had some trouble with the normal map last time I tried this from what I can remember. Thanks in advance