http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-EA8FF838-B197-4565-9A85-71CE93DA4F68.htm Tturbosmooth and NURMS will output the same geometry. The reason I use Turbosmooth is because I tend to have a Symmetry modifier, and I want to smooth the result after that not before.
So lol here's with the bent normals. It doesn't look too much different. What do you think? did i mess up somewhere? lol It certainly was fun modifying the vertex normals live in maya.... felt like controlling light with the force. *nerd @Cube Republic thanks for the link! :)
Thanks Farfarer!That really helped a great deal.I used the push modifier to offset the low poly from the sculpt by 0.2,then projected via 3DSMAX.The bake was pretty clean,though I'm getting seam lines in the displacement which is completely understandable. Here's a 3D view…
Probably not because there's an unforeseen scale problem. Thwarts the aforementioned kiddies I suppose. Also the models don't show up in the player menu. Manual effort would be required to get this working, which would violate many "do not modify" readme.txt clauses in existing addons. (Not that I would ever do that)
Editable Poly doesn't support welding a fin to (or extruding it from) an edge in the middle of another mesh. This makes it a non-manifold mesh, not allowed. Editable Mesh supports this, but that has all kinds of drawbacks. A way around the shading seams is to snap the vertices together, then use an Edit Normals modifier to…
Those were actually my references for the outfit alone; I looked at some actual people for the body and such. The paintover, while much more practical and realistic, is too plain. More fanciful and unwieldy stuff. Modified the top and added more belts, 'cause I'm all about too many belts.
@PogoP Thank you i glad you like it :poly136: I'm not really sure what you are mean exactly but i think i show you this picture as a example on the top is the main "highpoly" mesh below this is the same mesh with a Turbosmooth modifier applied. I'm imported this in Zbrush and start with the sculpting.
It's just the old envmap trick. Of course that'll work. If you wanted to do more you could modify the normalmap pixel program to round its light values so the entire world would be toonshaded in one go and react dynamically to lighting. Edit: BTW, you'll need cubemaps this time.
That PHP should be in a root directory with a subdirectory named "banners." Maybe the folder tree is funky? Or maybe you need to modify the echo code for where you are putting it? The code I made displays this and this only:<img src='banners/RANDOMBANNER.jpg'> I just tested it out on my server and it works fine :(
Thank you so much guys :) I don't "fully" agree with you, because I find the original concept of the mask sooo cool :) But maybe I'll do a version of her without the mask ! New update today ! : - I can finally say that I """"""" finished """"""" the sculpt. Even though I pretty sure that'll have to come back and do some…