Any have experience with a great tool for relaxing UV maps? I've heard of Deep UV and maybe there's some great freeware I'm missing out on? I use the relax tool in the 3dsMax unwrap modifier so far... Thanks for your time.
lotta fun on this one! went with a modified charging handle for some visual flavor, and a 20 round mag for a few less texel management gymnastics (the 30rds are longer and curved). peep the textures here, full size (some nasty imgur compression though) - http://i.imgur.com/CF7LvDE.jpg
Just some research. Any ideas of what this would actually look like on flesh? If you have links put the links, not the pictures, no need to make people ill. Found this: http://www.geoffreylandis.com/vacuum.html So a push modifier, but then what? Splits at fatty areas?
Trying to bake a simple AO map but no matter what I do the AO has visible seams all over the place, I've tried using a turbosmooth modifier, as well as rendering at 2048x2048 with 64 padding but nothing is working.
Hey, how would I go about modeling in text in a helmet as seen below. It won't have the same words but similar, and it needs to be actually MODELED into the helmet mesh and not a floater. I believe there is a modifier which makes shapes into a sphere shape, would this be of use?
Hi! I need to start some proc when pivot position (object or component) is changed. I wrote a script for object pivot and it works as needed, but how to modify it for component pivot? scriptJob -runOnce true -attributeChange ($s+".rotatePivot") doSomething;
Hi! Doing a bake with the attached files in Painter, didn't reveal the issues you show in your original post. The file contains just a single door element. Maybe the issue you presented is caused by the way UVs are stacked and due to the bake settings? Did you bake with your test file as well and reproduce the issue? That…
It's likely readily apparent, but I'm still quite new at the art of sculpting. I'm hoping people can point out where I've gone wrong in this stylized approach. I have been working from a character reference, but I find the more complicated 3-Dimensional structures (face, butt) are harder for me to get looking right in a…
Maya has a FWN on by default. (It's just a bad idea to have on by default imo, it's not a very good FWN solution if you are specially wanting to do a modified vertex normal workflow)
You don't need to subdivide the mesh, just select all polys before you bake and set them smooth. I think Maya has smooth groups so make sure they all all one group. Below is blenders shading options. There is no sub divide modifier on the models and they are identical geometry. Have a look in the wiki here to see if you…