Hello, I'm just getting back into 3D modelling in my spare time after not touching it since University 12 years ago... this is a gladius I'm working on for the game I'm developing. Edit: Thinking about trying out Substance Designer. I've never used it before.
For next time since you already made the piles, looks like maya? Is there a similar copy option in maya as in 3dsmax where you can clone an object and instance it so that you can then "edit", the "original" mesh and also be editing the entire pile so that, this situation you speak of with the "ugly-unoptimized meshes", are…
Hey, So I am having some lighting issues in UDK. Below is a picture of what's going on. However, this only happened after I got the meshes lighmapped. Never had this problem earlier. Anyone know what's going on? *edit* Just noticed I wasn't in the UDK section. Sorry about that... Edit2; Figured out it was lightmap related.…
For low poly stuff, manual vertex editing and often editing their normal vectors directly for troublemakers. For high poly hard surface stuff in Zbrush I tend to do it with booleans and dynamesh to avoid topology issues entirely.
i usually use the paste texture from clipboard function and everytime i tweak the texture and repaste it i have to tweak the settings again. i think a hotkey to use the previous settings would be a great addition (or maybe a checkbox in the options to toggle the function). i also think it'd be nice if you could toggle the…
Yeah, like if you do a test and make it an edit mesh out of the blue result, might turn up the issues mentioned above. I'd do what Frankpolygon has been saying & go to the lowest, cut out the area i need and punch the stuff in & work back up. Hopefully NOT having to re-edit or cut anything out, even building the space…