Are there overlapping (coincident) faces between the high res and low res models in those areas? That will cause problems. If so, just apply a Push modifier on the high res mesh with a really small value to move the face apart a bit.
woa, thanks for the help guys, ill try to modify it, but im not gonna spend too much time on it, might destroy the fun on working on this thing, ill post a screenshot when ive got something new:) thanks again.
That is something I'm working on. I used the PS script from Simple Viewer. It turns the whole page into a swf and I haven't gotten the nav inserted yet as I can't figure out how to modify the generated gallery.
Anyone noticed that the sign is incredibly clean and could use some sure desaturated colors instead of the bright red ??? Try visiting a typical street sign in your neighborhood and perhaps take pictures of that sign and just modify it with the details...
Hy Leigh, not sure if this is good advice but i would just make the piramid spikes separately , by makeing an extrusion and then welding the top vertices you're wasting lots of triangles. To better ilustrate i modified one of the face groups :
Minimize your photosourcing and concentrate on your texture painting skills. It also looks like you duplicated the tree, put a push modifier on it and then put the criss-crossing pattern with an alpha - don't do that. there's an in game picture here on HammerWiki
Title. I saved a smart material, then modified another material layer (just changing it's name), pressed save project and everything is gone, reloaded the project, checked psd's, nothing. Lost all of my work.
How can I add 3D geometry on a 2D mesh in MayaLT? In 3Ds Max it was this "shell-modifier" which thickened the mesh. Is there anything like this on MayaLT? Heres my mesh. It will have problems showing up correctly in gameengines.
Just going for a humble fighter and his rat-speeder that he's maintained since he was a boy. A bike that's simple and easily modified and repaired, but one that's not exactly pretty. I haven't finished any personal work in years, so I'll just go with something simple and easy for me :)
Hello guys. I was doing fibermesh on Zbrush, for export then in maya. I didn’t know, and one time created the fibers, I always hitted no, for the fast preview . And now I can’t export or modify the polycount of the fibers. There is a way for make them available in the export menu in the fast preview mode?