To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
Update: The thing is I have a model and it’s going to be 3D printed. My main problem is that I need more detail to work. I needed the dynamesh because in a later stage I am going to separate it into different pieces in order to be 3d print ready. My error was that I didn't know that I could use boolean without the need of…
Sometimes I explode the model because it's reasonably quick to do but I usually only use the most basic of cages possible. Usually I spend <1 minute on a cage.
I run mine at native res, I use the 150% upscaling and remove upscaling on those apps it hinders menu stuff etc.. sketchbook pro and guildwars 2 for example.
Particle effects, usually simple flat textures on quad polygons, drawn always facing the camera, usually with an additive material so that they "glow" when sorted on top of each other.
Yeah, that's what UE4 seems to use by default, no idea why they opted to waste the green channel on a (usually) 1 bit mask. (I build my unity shaders to use ARM, usually)
Prob solved! Turns out I was baking with my usual Y- swizzle cord in Xnormal I wasn't aware they all had to be + I usually bake tangent space maps. Thanks
Model the wood grain? What the heck? usually the wood on weapons are usually polished and varnish. Why would you need to model the wood grain? O_o or am I totally wrong here?
It usually that the preview maps arent updating. Quick hack: just go to the options tap(top right) and set the preview resolution to full. Usually gives it a kick in the butt and it will start working after that.
I do it on a semi regular basis but as some of the others that do the same in this thread, I work for a small company. I usually don't mind, it's usually technical stuff that interests me anyway.