Ola, I'd like to project custom vertex normals from one mesh to another. I tried Normal Thief, which is ok, but i'd need something more precise and i had an idea about using the projection modifier. But projection doesn't work on vertex normal, AFAIK. So I'd like to convert vertex normal data to something like vertex color…
Hi! I'm interested and available for unpaid projects. My portfolio is at behance.net/schmigel I have more than 5 years of experience in motion graphics and projection mapping stuff. But I decided to pursue the game industry carrer. Although I have experience with art and creation, I started studying with focus in games…
Hey, I have noticed that upon opening a saved project in DDO, the masks are missing from the project window. Worse still, when you left click to add a mask the suite crashes. The masks DO exist in the PS layers but are kinda useless without the ability to edit them via the project window. Secondly, 3DO does not display the…
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I'll just add that as for longer personal projects, it's important to let them rest for a day or two while you go work on something else or get some drawing in. Sometimes it's important to walk away from them for a short period in order to avoid the 'burnout' phase. That said, don't have 50 unfinished projects in your hard…
I'm texturing a tree, trying to project a tilable texture (tree bark) onto it, but projecting it with only one UV tile makes it look super low res. Is there any way for the original image that I'm projecting onto my tree to retain it's resolution/detail without breaking the uvs into multiple tiles? Sorry if what I'm asking…
my uv menu has: unwrap cube projection cylinder from view sphere from view project from view project from view bounds reset click project from face follow active lightmap uv pack unwrap (smart projections) if I press E in the uv window it says ok? 'unwrap' and clicking it does nothing edit: OOOOH im an idiot, I was looking…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
So the basic issue you have when not using a cage/averaged projection mesh with hard edges is that you will get gaps in your projection, which I'm not seeing in your example there which makes me wonder exactly what you're doing. This thread covers the issue in a lot of depth:…