Yes, with all groom brushes. As soon as I try to move some of the strands around, they just get flat. Not at the root, but the furter out the flatter it gets. Kind of like when you don't have backface mask on with Zsub and it accidentally grads the back of the surface so it just becomes a flat mess. :silenced:
I think the best solution for future projects (well, realistic projects anyways) that you build a reference sheet with at least ten photographs of elements you want to incorporate into your character. If you draw from these sources it will give your character a firm rooting in reality and will make the character seem more…
merging vertices doesn't help, only way to fix it that i found it to delete the face and fill hole or append polygon in there. but that is very tedious process. And i would like to know the root of the problem it self? and i checked it has the right amount of edges and vertices, i'm very confused that never happened before.
@Royzy So if I'm understanding your nappy headed hair approach correctly: 1) Braids are physical tubes. 2) Roots are conical meshes flaring out to the surface of the scalp. 3) Silhouette broken up with randomly placed hair cards to get that fuzz. 4) How'd you paint the textures for the braids?
i mean try to drop your texture as TIFF or CRYTIFF to the folder where file located when CE runs on background, then open CE root folder\bin 32 or 64\rc and drag your tiff directly on the rc application file manually, it will make DDS file for you. sometimes it's helps
Thank you so much. Doesn't solve my issue, but putting at 8192 made it at least not noticeable, anything lower was, I want to find the root problem though. Never had it untill it was in a visarea. Edit: like first person said, shadow Bias: http://www.crydev.net/viewtopic.php?p=994615#p994615
Is the Wii version the same as the next gen versions (story wise). This game has defiantly perked my interests, and I'm rooting for it to do well. I like the "episodic" feel in a full game package, really cool. I probably won't be buying this game, but I'll defiantly give it a rent sooner or later.
Ah that really sucks, I was super stoked for an uncharted style star wars experience. And I have always been rooting for visceral since the original dead space, another of my fave franchises. Best of luck to anyone effected, hope you all get sweet severance packages and are nabbed up fast!
That's a nice interpretation the brink of time you've got there, I thinki adding a bit of haze in the foreground would really keep it true to it's roots thought you know? Also perhaps add some rage in the eyes of your venusaur, he looks a tad too nonchalant at the moment. Unless that's what you were going for.
I'm not totally sure what's going on here. Usually if the vert order gets screwed up through exports/imports you get a much messier mesh than this. Anyway, you could use transpose to make your edits rather than exporting to Maya, although this doesn't get to the root of the problem above.