Hey everyone, I’m looking to put together a small team to build a free Five Nights at Freddy’s fan game. This is an unpaid passion project for building portfolios, gaining game dev experience, and making something genuinely creepy. The Game: I am keeping the exact setting and lore under wraps to prevent the idea from being…
Hello PC'ers. I have been using masking in zbrush with the drag rectangle stroke. However I find it drags the stroke around my model and sometimes even to the back. Is there a way I can disable this? Right now I am manually painting it out, and its a time consuming. Thanks.
Ok, Im not an animator.... Any hints or tips about why my mesh freaks out when I convert to skin? It seems to work fine with the bone based rig before conversion.
I want to get it so that each face overlaps each other, so that the final UV snapshot is just a box or a rectangle. Not all the faces on this object are exactly the same length, so manually overlapping these faces would take a lot of time if I'm not mistaken. I don't mind a little bit of stretching. What is the best way to…
You could create a lowpoly proxy mesh with the correct shape, UV map it, use this script to flatten the mesh to its UVs, draw your spline mesh on top, skin wrap that to the flattened proxy, then morph the proxy mesh back to original shape. Might work.
I vaguely recall reading something about a technique using secondary UVs for detail texture - I think it was a post by Rogelio. I can't seem to find anything but information on lightmaps when searching. Would someone care to explain briefly how this works or point me in the right direction...? Thanks.
I'm still playing around with 3DS Max as we're using this going forward on our new projects in 2021. I cannot find out how to re-adjust UV seams after peeling? I'm coming from Maya and it is so easy to just remove seams and do a new unwrap without having to redo all my work. Even Blender allows this, so I must be missing…
Hi all, I have a few questions around building and using modular kits for environment layout. 1. How critical is it for a modular environment to be fully closed off? Meaning, all assets snapping cleanly to the grid with no protruding geometry outside of the layout of the scene? In cinematic work, I’ve often prioritized…