Time to throw my hat into the ring! Basic idea for the set is it was made by some one who valued intimidation over effectiveness, going so far as to crudely modify a sword(or use an old and worn one) to make it more of a brutal saw or axe. Here's my ref sheet and a few concepts to start out! Going to start the modeling…
Thank you very much! I'll keep that noted. One more thing, What about modeling with Quads and then Sub-D for Baking? I was told Sub-D isn't recommended if I want to make a high poly version of the asset. Because the Rays wouldn't capture the angles very nicely as supposed with the bevels or bevel modifiers.
Hi, I want to implement the skinning on my own software, so I am looking to either modify existing opensource stuff or just write it myself. Here is something I found but the description is so so. https://blog.tensorflow.org/2020/05/pose-animator-open-source-tool-to-bring-svg-characters-to-life.html
Couple shots of high poly model. At this point, I'm fighting with smoothing groups and beveling edges. I've tried to create it as non destructive as I can. Using booleans, and bevel modifiers instead adding supporting edge loops was my main workflow. As I'm new for all that all support and comments from you guys will be…
Some of retopology tutorials show what you ask for if I understand you correctly, I guess a modifier named "Shrinkwrap" is being used with face snapping . You can duplicate the mesh where hair is going to be and seperate it if the first method doesn't work, I don't think there won't be a problem. I hope this helps.
Whack a subdivide modifier on the mesh in Blender. Switch on the subdivide and see what it does to the mesh. That is one way to check your geometry. You can also switch off double sided display to check if any faces are flipped. In Blender 2.79 you can switch the mesh check addon on and inspect your mesh for errors.
Ruz, SaferDan- Thanks for the help, it now works perfectly. I had already welded the objects so I had to go into edit poly and select one half of the object and apply its own uvw unwrap. In the uvw editor I moved the uvs slightly to the left. I then applied the projection modifier and now it works.
Just started using cryengine for a portfolio project (mainly to experiment with the landscape and foliage) though is there any way for it to remember my terrain brush settings? As soon as I go to play it reverts to the default and also kicks me out of the modify tab. Just a minor issue but maybe you guys know a setting I…
No real need for a tutorial. A cage is just a mesh. Duplicate your low poly (make sure it's triangulated). Use modifiers like push (in max), move verts around just don't change the topology. Export it as a .obj. When you've imported your lowpoly into xnormal, right click the box again and "browse external cage".
in the top left corner there should be a "Alpha" menu -> "Modify". Could you make a screenshot of those settings ? Also, what is your sub-d level/polygon count on your projected mesh ? + how do you apply the alpha ? it looks like you are clipping it, where you working with symmetry on ? if yes, try disabling it first.