Solved this on my own. :smiley: I just realized the normal information in that problem area looks exactly the same as the top and bottom edges of the quarter circle extrusion that joins the rest of the model. That area's UVs are offset by 1, whereas the corresponding polys connected to the quarter circle are not. This…
I'm putting together an 3d Environment scene; and have completed some early block-outs; Making use of some low-poly assets. based upon the Stormtrooper Barracks Concept taken from "Death Star Owner's Technical Manual: Imperial DS-1 Orbital Battle Station"Book by Ryder Windham. I've been rather taken with the Idea of giving…
There's a couple things that Max have that seem essential to modelling that I can't seem to emulate in Maya. Does anybody know of plugins or work-arounds for this to work? I'm sorry if this is already up, I couldn't find it. Cut Tool - Yes we have the split polygon and interactive split tool, but I can't get either to work…
Looking good, seems very accurate. Try to get some wip shots up next time, its not as fun when we can't see the process! One thing I noticed, is that the half circle shape on the baseplate, where it latches to camera itself is too soft and not quite accurate, I noticed the same thing here;…
Maybe I'm not understanding the question/drawing, but I think your trying too hard. It looks to me by "overlap" that you just want that image in the circle to come down into the same area as the text, like the bottom half of the circle is sitting on a different background color. That would all be done with image editing,…
When I frame all polygroups and use a IMM curve brush on the frames, only the line I click on (circled in red) has the correct curve step, everything else has like 0 curve step and all the meshes are bunched together. Do you guys know of a fix? This is on Zbrush 2022.0.8
For example in blender, i'm sure other apps has some similar tools: Starting with two circle curves rotated (with the array modifier and en empty) one get some prototype: Converting to mesh and using just one half of a third of that by adding a mirror modifier and the rotated array modifer again: Of course using some…
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Is there any way to evenly distribute how much each individual bone in an IK constraint rotates? The effect I am going for is a series of bones of a fixed length, arranged along the arc of a circle. The bones should straighten out as the spring is flexed, but I want them to still follow the arc of a circle, albeit one with…
@Boosted24v Not a problem, you're welcome. You're definitely on the right track. it's just about finding a process that works well with your available tool set and getting those fine details down. There's many different ways to approach creating the base mesh. Some artists prefer non-destructive workflows and others are…