Don't want to hijack your thread, just that also I found another tool for Maya that mimics Max's shell modifier, check this out and see what you think: http://hugobozzshih007.blogspot.com/2010/12/my-mel-tools-shell-modifier.html
Well in my opinion the easiest way to see that everything having the same texel density is to apply a checker texture to everything in the scene. and then modify the uv's so that the checker pattern is the same size on everything in the scene.. then you know that everything have the same texel density..
Can you save as a 32-bit map and see if there is an alpha channel where the geo should be? Did you reset xform on all the objects involved? (You'll have to delete and apply a new projection modifier.) Without inspecting the file it would be hard to debug.
That's a good point. Should I focus on building up a human body shape first, and then modify that, or should I concentrate on building the model to account for the various shapes that build up the space suit? Like the connecting ring around the neck and the oxygen monitor on the chest.
So last few day's I've spent on: -Concept sculpting of throne (not finished, gotta start from scratch) -Reading about Greek architecture and mythology -Research(thus why images below -Basic asset list for the start -Improving and modifying blockout map
You can modify the height channel blending mode. By default it is set to Linear Dodge, which accumulate detail from underneath layers.Change the beldning mode to Normal to have the new layer "covering" the previous layer and adding that transition to make it push inward or outward.
Here's another test of a subdivided plane with a displacement map that's been scribbled on in the viewport. It kind of sucks at the moment since the texture doesn't update to the Displace modifier in realtime, and it's still reliant on how subdivided your geometry is...but I guess this isn't what it was designed to do.
First off, apply a uvwmappingclear modifier and start again following what you've learned from Eric's link. The mesh you've imported isn't unwrapped by the sound of it and has defaulted upon import to a jumbled mess. That's why the green lines(uv seams are everywhere)
or maybe something like this? go to bonus tools -> modify tabs -> snap align object to component change the option at the option box. check orient and constraint select first object you want to align and shift select component type (face) at second object.
Ah right, I meant shift+d. The only way to dynamically change the number of applied-to-the-mesh subdivision is to use the subdivide modifier, which isn't available in 10.1. No idea why you'd want to do that instead of just pressing shift+tab though.