Hey guys, i wanted to make a tileable floor piece. i set my zBrush canvas to 2048 by 2048 and frame my plane to the right size. when i grap the doc and export it as an psd to check in ps if it tiles i got a problem. on the horizontal its all ok but in the vertical axes i've a seam at the half of it at 1024. i tryed it out…
My latest game-ready character work. I aimed to improve my rigging and animation skills in this work where I made all the stages from design to animation. I want to improve myself by animating this character more. Critiques are welcome :) Triangles: 3k Quads: 7.6k Total triangles: 18.2k Vertices: 9.3k 1 x 4096x4096 Texture…
Hi guys, I'm programming an exporter and have run into a problem with getting the normals. For a box that's an editable mesh I have no problem getting the 8 vertices and the 12 faces (2 triangles for each side), I can't get the 12 * 3 = 36 normals though. Does anyone know how to do this? There is also something bugging me,…
Hi Guys! I got a problem with my holes in a cylinder. I start with a plane with 8 vertices. I chamfer it and have a hole...later on i use a Turbosmooth and then a 360° Bend. I get a nice Cylinder with some holes in it. But i want it to be editable. So i use a Edit Poly modifier on that and i dont know why....this destroys…
I have my first model done in MODO and now I'm going for subdivision process, its unfamiliar to do that on MODO to me, so I decided exporting to Maya, I tried both OBJ/FBX formats with no sucess, on the FBX case I got this message I've exported it into ZBrush and UVLayout without problems. This very model has some 2 Edges…
I'm trying to model a still flag on a vertical pole similar to picture below, but I'm having trouble with both modeling and uv mapping. The modeling is problematic because the flag doesn't just fall and wrinkle, but kind of twists onto itself and around the pole. The mapping is difficult because of stretching and the…
Dear Polycount, I've just posted a new CrazyBump beta test. I would appreciate your feedback! www.crazybump.com/release/CrazyBump_Beta_Feb4.exe changes: -New "extra fine detail" slider added to the normal map controls. -New "slope influence" slider added to the specmap controls. -New option to toggle horizontal and…
After I rigged the character, I noticed that I should have started it with the character's mouth closed. Does that mean that I have to go back to the start and close the character's mouth using edge loops or vertices and then redo the advanced skeleton? If so, is there any option in advanced skeleton where you can transfer…
I recommend starting with a solid blockout that captures the large shapes and proportions. When viewed from a distance, this blockout should convince the viewer. You don't want to "waste" time detailing/polishing an inherently weak design. At the beginning it can also help to work from existing concepts/references to cut…
This does not work. Since you can train the AI with these images anyways. And the dataset is free available content of the internet. Nobody would ever think of limiting Photoshop to draw just vertical lines. Why do you want to do this with AI? It always boils down that you want to regulate the tool and all its users…