I am sure this is not a novel technique, but I haven't seen it described anywhere so I thought I would share. How I came up with the technique: After working on retopology for the first time, I found the process to be egregiously time consuming. Probably the biggest reason is because I am not very good at rerouting…
Hello, I have 2 questions - one about shadows and the other about vertical streaks. I have read a forum post about setting the shadow distance, but I don't see that option. Is it because I have the trial version still? Also, does anyone know the cause of the vertical streaks? If i zoom out they disappear, but I would like…
Copy-pasting never works, it always gives you broken uv seams like in that image. Something to do with vertice index order not being the same on the two pieces of geometry. I would grab all four fingernails (lets say we're using the thumbnail as the base) roughly overlay them onto each other, ensuring their orientation is…
First experiment with the grass in-engine: https://www.youtube.com/watch?v=ZV71unZ8cC4 So, I have been reading and dissecting other's people work on vegetation. I went for a Masked/Subsurface/2-Sided material, instead of UE4's 2-Sided Foliage shader, because I was getting bad results on the flowers meshes (probably because…
Is this just a display problem or does it affect deformations as well? Does it happen with all envelopes? I'd lean towards it being a display problem because even if you edited those vertices manually in some form (entering a weight, exclusion, applying some solver), which would exclude them from being influenced by the…
Volume doesn't matter if you're baking a normal map. Unless the model has some deep cuts. Shrinkage is how subdivision works. Think of the vertices of your low-res model as being like magnets. The closer together the vertices, the stronger they will pull the subdivided mesh towards the original surface. So yes, you'll need…
Yes, please do this ^ I can't tell from your picture what vertices you are trying to merge since you're not showing the selection. In any case, merge vertex in maya has a tolerance setting- it controls the distance of the merge. Setting it too high has unintended results like this, or accidentally using merge vertices to…
This week's observations: 3-The SSC tool only cut-connects vertices at certain, flatter angles, whereas it would be a great improvement if it always connected regardless of distances. Unlike its Max version, where it'll connect even 90deg vertices like this... In Blender some angles just don't seem to work, unless I am…
Thx for replaying I think that will help alot for loop like edges. But what I wanted was closer to what the geopoly button does in polyboost, but not be limited to creating curlular shapes and its able to average vertices in clusters not just vertices connected by the same face. So the distance from vertex to vertex is an…
Create enough space around the focal point to make a clear visual separation. Imagine a movie or any music that has a pause before the climax. Making a clear separation between the background elements and focal point is the goal of composition. As an example, contrasting horizontal and vertical shapes. I suggest switching…