Previous instruction did not help, Then I tried this In the viewport type "x" to open the search all command box > type "Show Modeling Tab Ribbon" > finally click that command option and the modeling ribbon will then appear. You can then place the ribbon wherever you would like or back to the default location.
Wushu Inspired Juggernaut Weapon... Planning on a red to orange color scheme coming from the dragon's mouth, with yellow highlighting the edge like in the default juggernaut weapon. Still undecided on color scheme of dragon and handle. Beginning retopo now, hoping I can get this all under 300 x)
You can delete a loop without affecting the uv's by selecting 'dissolve' instead. Be sure to turn on 'dissolve verts' as well! I haven't found a way to enable this by default (normally you would do it in the keymap, but this one calls a script instead), so you'll need to do it once per session.
did u try default Bone tool for ur support Bones ? thats another option ! u can use a combination of both CAT and deafault Bone Tool ! remove ur CAT's support Bones then make a new support Bones using Bone Tool and link it to ur CAT rig!
If you're converting an active document, NDO will always call the document BaseMaterial [Normal].PSD so that 3DO will apply it to the default primitives which have the same material name, ensuring you can preview what you're working on. If you use NDO's Base Creator and specify the filename, this behavior will be avoided.
Cryengine is now up again: https://www.cryengine.com/get-cryengine The pay what you want model is interesting. By default 50% of the choosen amount goes into the indie development fond - https://www.cryengine.com/developer-fund -which sponsors indie devs, and you can adjust it up to 70% or make it lower.
Everything is automatically seamless in SD by default but you can break the tiling if you use arbitrary transformations like a rotation that is not 90 degrees or an arbitrary scaling. When scaling try to only use the "/2" button only or use one of the nodes in the Transforms category, but these will only work with…
Thanks! Is there any differences/problems about skinning or texture... I've tested skinning with simple setup. I use default smooth bind and scale is better on skinning. I'm not sure about texture, but i realize that most stretchy characters(like fantastic four) have solid colors on stretchy parts.
You could bake the motion on export with FBX to save you baking it in the scene. To do this set the "Bake Animation" setting to true, set the start and end to match the desired time range (this gets set based on the time slider by default) set step to 1 and also set "Resample Animation" to true.
Thanks! I used just the standard photoshop hard and soft brush (the first two in the default list). Just did broad strokes to start with then 2px/1px brush to add in some speckling effect heres the flat texture if you want to take a better look, im bad at explaining things: