Just for record, the issue was an extra vertice. Strangely, in Maya i'm able to add paint weight anyways and he doesn't bother me. Seems that Marmoset reads it differently and creates a zero paint weight for it. I merged the extra vertice, transfered the paint weight and shazam, the problem was gone.
[PB]Snoelk is there a particular reason why we can only change aspect ratio of the mesh? Aspect ratio changing option is enabled only for width at this moment. It seems like its not possible to achieve vertical tall maps but only horizontal ones. Such as 1024 horizontal and 512 vertical, but not opposite.
Besides tesselating the waterfall geometry, you can also try spreading the vertices apart. The alpha transition is always distributed between the opaque and transparent vertices, so if you want a very smooth transition you need to distance them more so the transition takes more physical space.
Here. It generates two UVs for the vertical parts. Projecting the textures from xz and yz planes (using rb and gb nodes) then it combines them using a mask (previewing the mask in the screenshot). Then, using a similar technique it blends a rubble texture projected vertically (from the xy plane) with the first setup.
Thanks Eric, what I am not understanding is how those tangents at the vertices are used as a coordinate system to store vectors along the surface of the triangle. I mean a triangle consists of 3 of those vertices. I thought that tangent space was relative to the surface of a triangle...I must be missing something.
How about http://www.strangefate.com/webby/stencil.jpg Dunno what it is (guitar?) but even if the surface had to be a bit curved, the wireframe is way noisy, making it not fun to shape. If the surface is slightly curved you'll need some vertical edges to define that, and be more carefull than i was when linking vertices.
on this end uvs are intact on all 3 models when I import into Maya. But I notice some messy areas on the mesh expecially on the BelkerBike_3.2mil obj. (un-welded vertices, holes, unintentional merging of vertices one one side of the vents) Otherwise its a cool looking model. How much of the edits are we allowed to make on…
looking good! well lets test it, i stopped using 4 because of that HUGE spacebar menu in retopo, before in 3.5+ it was such a nice small text based menu which could be grasped with one look, everything was sorted vertically. Now it is a huuuuuuge bloated something that goes vertically and horizontally and gets me searching…
Your popup is unfortunately covering your skinning modifiers so it is hard to tell. If I were to guess, I'd say you have a symmetry modifier enabled on the remesh button. If the model isn't symmetrical across that axis and the half it is trying to mirror over happens to be the half that doesn't have any vertices in it, the…
Don't shine a light on the front of it and eat somewhere else. This should limit the frequency that you have to clean it. Keep it as vertical as possible. This limits the amount of dust that falls on it. I often use an easel for drawing so I'm used to keeping it basically 100% vertical 100% of the time. When you do clean…