I need to get a green smiley, I have one of the old logo shirts and its slowly moving its way into the antique pile. Meh, might as well just print it using those horrible iron-on transfer sheets heh.
But how is the license thing handeled? I was reading the EULA and it says both buyer and seller have to write Adobe that they want to transfer the license etc. (essentially because they have to allow resale of licences they make it so bloody diffictult that it is almost impossible).
Cheers for the ultra-quick reply. Yeah, I used melody to make the normal map. Maybe there's something in Maya's "transfer surface information" tool that can do it, but I'm pretty much a total noob to this, and I don't know how yet....
i also stuck at a jacket collar and haven't figured out yet, but i found this tutorial they use transfer attribute here take a look https://www.youtube.com/watch?v=VFAfqW0Zlqk, i haven't try it yet don't know if it work
We've discussed the legal stuff ad-nauseum on here. Like any copyright issue it's fundamentally unenforceable if the person doing the bad stuff is somewhere that bad stuff isn't illegal. As far as the tech goes.. I have trouble believing it could ever guarantee an imperceptible change because the whole process is reliant…
@DeathstrokeFTWIt's pretty simple. Here is the material of holograms: This master of the material that is used for most objects: Models created in blender 2.8 using the weighted normal modifier. Then all transferred to the blender 2.79 where with the help DecalMachine plugin creates a basis for the texture.
Well, thats just the nature of polymodeling versus nurbs surfaces for perfect reflections. There are ways to transfer surface shading in sub-d from a proxy mesh, but I only know how to do it in Max and Blender, not Maya. Are you intending to subdivide?
and that will fix shading inside blender. But will it transfer to the game too? Since i get white there as well. I googled a bit,looks like some vertex painting messes that one up. Does blender has some "pelt unwrap" thing? :)
I think you did a great job sticking so close to the concept art. I would have liked to see that slender tail from the concept transfer over, but that is being picky. Very nice and stylized to boot. Good stuff.
You may want to play around with ProjectionShell setting, maybe it just can't capture all the detail. Or maybe you don't have enough polys, the system should be able to transfer any kind of details from one mesh to another.