thanks for the feedback!!....I'm thinking about redoing the hair and eyebrows instead of the hair and fur modifier. any suggestions? Eyebrows just on the tpage? Also I modeled the eyelashes but not too happy with the results. I followed this tutorial..http://www.3dtutorials.sk/index.php?id=27
I want to be able to modify a texture's coordinates for when it gets sampled, but the only options they really offer are simple offsets/tiling. Is this possible, and if so how? This is very difficult to look up online as all the results are basic filtering options and yada yada.
Hi, I'm looking for a script, which converts a vert or face selection to outer edges. Something like that: http://www.illusioncatalyst.com/3dsmax_files/snippets/editable_poly_sub_obj.php There is an option called "Outline" -> Ribbon Menu/Modeling/Modify Selection/ Outline (shift), but I can't find it in the Customize Menu.…
yeah - as above. I want to spawn <n> child actors and allow the user to modify their transforms at editor time. The obvious ways don't work cos everything gets reset by the construction script. I'm sure this is doable, I'm just missing something any ideas? examples? thanks
Thank you! Don't want to make excuses but must say the model isn't a recent one and the topology can be improved. Low poly is basically high poly but without support loops. Low: High without active Bevel and Subd modifiers:
in the skin modifier select all the verts you want to flood fill, select the bone you want to weight to from the list of bones, with the weight tool press 1 to fully weight those selected verts to the bone that's selected in the list of bones
@DeathstrokeFTWIt's pretty simple. Here is the material of holograms: This master of the material that is used for most objects: Models created in blender 2.8 using the weighted normal modifier. Then all transferred to the blender 2.79 where with the help DecalMachine plugin creates a basis for the texture.
There he is! EDIT: So while I made a comment I'll talk progress. Modified my rig a bit to give it some extra flair, and I upped the sword about 200%. Expect some WIP shots of movement tomorrow at latest
Could step back and look at the problem a different way. If they aren't overly complex straight shapes, then you can create bends and then bridge the bent shapes you create. Most bent shapes will be done manually through modifiers and pushing polys.
Interesting design. Looks like something that could exist in real life. I like how it resembles a modern helicopter but modified for space duties. I hope you keep the matte paintjob and not make it weathered metallic looking too much