I've finished a new extension for Photoshop: Modificator. It's a panel that offers quick access to your favourite tool settings. Every setting comes as a customizable module that can be freely positioned, resized, and set up to be more compact or more descriptive. - maybe you want to have a brush angle sitting in front of…
Gigapixel Gigapixel is only upscaling. so from 2k he get 4k photo for the source for scans that's all. Not to be overly jumpy on anything AI. But i get that people see AI and associate zero value to it
I haven't used Z for 5 years so this info might be incorrect. Depending on what you want the end model for, the first thing is to set up scale between Z and yr 3D package. You do that with the start cube. Just GoZ the start cube to yr 3D prog and play with the export settings till it is exactly perfect. If GoZ isn't…
Ok, I am trying to retopologize this model... and I can see all the lines on the other side of the model, and i can select them through the model. its kind of annoying as its easy to make mistakes and stuff is there a way to turn this off? it was never like that in zbrush 3
hi everybody its my first post:), and my first set at steam i hope u like it :thumbup: http://steamcommunity.com/workshop/filedetails/?id=267638515 https://www.facebook.com/media/set/?set=a.702887533088220.1073741826.485215908188718&type=1 sculpt steps :
Hi guys, I'm baking a lot of stuff in marmoset using python api, however today I've found that when I set baker.multipleTextureSets = True Marmoset found 0 texture sets in my model: baker.getTextureSetCount() retrns 0. Model is ok and have materials properly set: if I select baker in scene tree view by hand it refreshes…
12 is the best setting. You're going to need to provide a lot more information than that, what program you're using, why you dont like the results you're getting, screenshots, etc.
Hello, So I'm trying to wrap my head around calculating texel density for a model which has multiple (4) texture sets. I'm using this script that is supposed to help calculating it: Now I type in what resolution texture(s) will be used (4096) and click calculate (with model selected) and it shows me these numbers. And now…
You mean straighten by hand? I used pelt mapping, relaxed and then created smoothing groups from UV Shells with Textool. Is there another better approach you would use for something like this? Update: I just tried to unwrap again a UV Set differently, by not make cuts based on the smoothing groups I want and yes the result…