Hello. There is such a problem:for example, there is a model with UV and texture, but we need to add another object on UV. Or you just need to give more space to some shell. But the texture is already there. How to do this without redoing the texture?I know a program like this:…
Well ... to some extent you've pretty much answered your own question already : you get the output from Wrap, then attach it to whatever body you need it to be attached to (either by actually welding verts, or by just manipulating normals at the edges to make things visually seamless). Wrap3 doesn't "autoretopo" anything…
It's not like it'd have to be that way since the same thing with face mode will work perfectly well if you add Edit Poly with 'Use Stack Selection' checked. Looks to be more of an omission that vertex and edge selection isn't kept by default... Added an entry to the Ideas page for that.
Hi all, This is a new application that allows you to create low poly levels, and then drive around them immediately, showing your work online ( and even linking levels together by naming objects as website addresses ). You can see student level examples here ( requires Shockwave plugin )...…
Faceted checkbox under the shader basic parameters doesn't work ? Else you could reset all smoothing groups on your objects or put an edit normal modifier and beak all normals.
It's been 75 years since the evil witch turned me into this half-pig, half-crow, half-hellboy monstrosity. I don't know what she got out of it, but I sure don't remember what I did to provoke her. I mean, it's been 75 years... and I don't even remember what I did last week. I had breakfast, and then remember talking to…
A Writer for Penny Dreadful: City of Angels, Colin Liddle (friend of mine) is looking for a film VFX artist to do some element removals, light grading, etc. on a short film he directed. email me your reel for info. b.choi117 at gmail
안녕하세요. 이 사진은 3ds Max 및 Maya에서 수정 된 동일한 개체입니다. A : 모든면을 스무딩 그룹 '1'로 설정 B : 모든 가장자리를 부드러운 가장자리로 설정합니다 . 3ds Max에서 스무딩 그룹을 사용할 때 오브젝트의 법선이 B (마야 사용)처럼되도록합니다. 모서리에 모서리를 추가하거나 하나 하나 일반을 고칠 필요가없는 방법이 있습니까?
I have a rig made for my models body, but I want to use Blend shapes for the face, I also want to add a few more detailed parts to the model ( outer eye level and a few bits that did'nt stick right) Can anyone send me in the right direction here?
After you do a projection, click an empty area in the Edit UVW window, to deselect it, exit out of the Edit UVW window then open it up again and you should have the translation options. I don't know why this works or what the problem is, I saw it in a video ages ago. Its works though. :)