Wasnt sure whether or not to post this in this thread as there are a number relating to ZB3.5 but here goes. First things first, new zspheres are very cool and are a pleasure to work with i can see myself creating a lot of my base meshes using this method, Also loving the new planar brushes. A few gripes already though,…
I work with morphs all day everyday here are some things that will help you out. Yep meshes must be identical, so the vert index table and the object pivots match. You must make copies in object mode not sub-object mode (vert, edge, poly, element). The reason for this is that morphs are relative to the objects pivot point.…
I am looking for a small hand full of artists that are willing to work on a project. Right now the project is just a blank slate. Mainly due to the fact I am not a 2d or 3d artist. Who is needed; 2d Artist(s) 3d Artist(s) Concept Artist(s) Animator(s) Musician(s) Sound Effects Engineer(s) Programmer(s) This is going to be…
It all started when I watched a video showing off the new Bmesh features in Blender. "Hell", I thought, "Blender actually turning out to be a pretty decent little modeler". I figured it'd be a good time to download a copy, and try it out for myself. And what do you know, I actually kinda like it. Cept for the keymap. I've…
Hi guys, my name is completely irrelevant. I came here because of two reasons. 1. There was the whole "Polycount Contest" for Team Fortress 2. 2. I've heard that this is one of the best sites for people who 3D model. So, if you're still with me, onto my question. How do I make models for TF2 items? I have searched…
Hiderigami 魃 ひでりがみ Translation: drought spirit Alternate names: batsu, kanbo (“drought mother”), shinchi Habitat: mountains Diet: moisture Hiderigami is a grotesque, hairy humanoid which stands between two and three feet tall. It has a single eye on the top of its head. It only has a single arm and a single leg, although…
I'm working on a mesh with several pieces that doesn't seem to import correctly. I've had no trouble with numerous other meshes along the way and haven't adjusted my export settings at all. The meshes naturally require their original surface normals to display correctly, yet I'm unable to bring the full mesh in without…
Hi everybody. I have a very persistent problem I seem unable to solve. I am working on a model and to save texture space I mirrored some parts. The process I follow in From Blender to Substance is: Unwrap and straightenmy UVs -> Apply my Mirror modifier -> Offset the position of the mirrored UVs by exactly one UV tile to…
I'm a 3dsMax user but my company is using Maya for the project~ I'm not much familiar with Maya due to this sudden but I try to research as much as I can~ After discuss with my friend (Maya user), here's the different between both software~ Please inform me if something was wrong or had a better solution, thank you~ ^^…
SENIOR GRAPHICS ENGINEER POSITION With expertise in all areas of game programming, our engineers are adept at writing code from scratch as well as working with middleware and existing tools. Our flexibility allows us to partner with our clients to determine the best technology plan that enables the successful execution of…