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Re: flesh and mechanics
Reply by
indian_boy
·
Feb 2007
·
Home
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Technical Talk
wats uv shells? u mean UV Groups? sorry for invading ur thread...
3 results
Re: September desktops?
Reply by
Kovac
·
Sep 2005
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Home
›
General Discussion
Hooker, what shell are you using there for Windows? I'd like to get my hands on it!
2 results
Re: Lord of the Rings - DVD .vs. HD
Reply by
skankerzero
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Dec 2006
·
Home
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General Discussion
-____- *sigh* didn't think I was going to want to shell out for one until later...
Re: Trim Sheet question: mouldings and cornices
Reply by
Bolovorix
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Jul 2022
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Home
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Technical Talk
Yeah. And using sprunghunt's trim texture as an example you would just position your shells the way you want them:
Riot Art Contest
Topic by
ArminS
·
Oct 2014
·
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Riot Art Contest
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Riot Art Contest - Illustration
Hello everyone! I am doing an illustration of new skin for Miss Fortune influenced by Motoko Kusanagi from Ghost in the Shell. WIP pictures soon.
Re: Baking the appearing seams that Normal cannot fix with Substanc painter in UIDM function
Reply by
Eric Chadwick
·
Jan 2022
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Adobe Substance
Is there enough space between the shells in UV space? Where is the normal-mapped lowpoly model being rendered?
2 results
Re: Is there any easy way to straighten UVs in Maya?
Reply by
Flmn
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May 2020
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Technical Talk
Just select one of the UV loops and use straighten shell instead of straighten UVs.
4 results
Re: Unknown troubles with the seams on Normal map
Reply by
Scruples
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Mar 2012
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Technical Talk
I think this is actually Marmoset problem with UV shells laying directly ontop eachother...
2 results
Re: First unwrap in a long time, please critique
Reply by
luthyn
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Sep 2018
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3D Art Showcase & Critiques
I would say you could stack some shells that are similar to save space.
Re: Answered: Baking normal map for curvature map
Reply by
Synaesthesia
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Jun 2016
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Quixel Megascans
Try attaching your shells together as much as possible. This should clear up easily then.
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