Hi! What would be the benefits of this solution? In my opinion, it's more effort for a limiting result, better use geometry. It's probably possible if you baked using a cage with edited vertex normals pointing towards camera or something like that - but brrr, tedious. Another option could be to add the inset while…
Hi everyone I got problem with baking normal map, becouse when i export my object to marmoset at LP model i got hide(disappearing ) Rail. I check face orientation and its fine and merge vertex its too. But on HP model everything its working fine. I dont know what its happened. I send screenshot. Please help
UPDATE: I stopped working on this back in March, but decided to pick it up again for my portfolio. I rebuilt just about everything, including new textures. --Old stuff-- After getting some great feedback on my portfolio(still looking for input), I decided to try and bust out a scene before Sunday. If I'm not 100% done by…
Can anyone explain what the best way to understand weight painting a blender rig is? I am trying to rig a pony to obviously work smoothly and move in a caricature way for a pony. But, I am having a hard time figuring out exactly what it is that I need to get the mesh to move like it should. There is always something…
Hi guys, recently I try to teach myself about cryengine and found out that modo and cryengine have different up axis that give a slight problem here (even though I know UDK also have different up axis then modo, but the exported geometry fbx seems fine and not lie on d ground like cryengine did). Wasn't able to find an…
Hi All, I'm extremely new to modeling and am trying to work my way through some 3ds max tutorials. On only the second one 'Modeling a rook' after I do: Lathe the basic shape: * On the main toolbar, choose the Select tool. In any viewport, select the spline representing the rooks profile. * With the spline selected, go to…
Hi mates, i am learning on my own, and since some days ago i got a problem with UVs that i really can not find a solution after searching for long time. When you have a hand-painted texture you can stack 2 symmetrical parts, right ? But when only some parts of the character ( or prop ) are symmetrical the method that i am…
Solved my own issue. Vray has a VrayExtraTexMap in the Bake to Texture options, which lets you plug in any 3DSMAX Map. I guess they did it this way because VRAY bypasses the default render system. Confirmed working with Vray Dirt, Vertex Color, Material ID
Thanks guys! Just updated the script with a few changes: Improved Automatic vector modes handling of chamfer 'ends' (first/last split in a loop). UV's and vertex colors are now supported (would be discarded previously) Added user-requested feature for evenly spacing vertices within a loop:
Why not just put those small bumps as instances in a center of polygons or vertexes or use geometry nodes. And then use data transfer to transfer UV and normals from a carrier surface to those bumps . That way you could make them random or wear them down in certain places