Happy new Bi-Monthly! Nice concepts and work in progresses. @MikeKhine I think the blockout captures the concept nicely. Good job transferring the lighting/atmosphere! How are you planning to texture? Will you make use of trims? Will you add cats? Looking forward to updates. @J_East96 I think so far the blockout looks…
I have an important question. How do i transfer a AO map from a High poly model to low poly using render to texture? I been struggling with this all week. Also,Is there a bug issue with this mental ray AO problem with max?
Hey guys, So the registrar I am using right now is ceasing business and I need to transfer my domains and what not. I was wondering what you guys are using and what you would recommend. cheers, Fatih
I'm also a max user. Copy Skin Weights can transfer weighting from one model to another, but there is no middle step where you can edit like with Skin Wrap. https://youtu.be/23jF5Cm2_g4
I assume he's doing the skew mesh method, and once you keep the vertex normals the same it should be fine. (I use transfer attributes in Maya, it's more reliable than eyeballing any changes)
another day of the texturing, just trying to really exaggerate the anime hologram vibe. just need to rig/pose and also transfer the normals for the hair. next week I start my final character, the guitarist.
Thanks Bal, but unfortunately I haven't switched yet, using 2014. Would you say that smoothing with the sculpt brush, and then using Transfer Attributes to snap all vertices, is equally as fast as this "Quad Draw" tool?
No answer ... Is this question that stupid ? Is there no way else than smoothing the object before "transfer map". Is it impossible to add those tons of polys at texture rendering only ? Like we do with mental ray scene rendering ?
The textures are really good, but a bit messy. The concept would get a better light if you used a more soft brush, and maybe try to use "Transfer" (If your a phoshop user that is) Good job, keep it up.
If he is in Maya, you can use the Transfer Attribute tool. Just copy the UV's over if it's the same model/same polycount. I've had to do that many times after forgetting to UV before duplicating.