I'm still waiting for a modifier stack in Maya. Maybe when I turn 60 they will have it LOL. I tried doing a parent constraint the target to both rect A and rectB. The reason I wanted to add locators was to be able to offset the target as needed.
You can detach the low poly and high poly (pre-zbrush) by element (there's a cool script available), freeze transforms, then move both the low and high objects so they don't intersect by hand (shouldn't take very long). Then export the high poly for sculpting, import the decimated meshes once they're done, and you can…
Hi, I'm writing a bit late, but I did rewrite some tutorials and i get pretty nice effect And this is how i got this, I realized that subD Modifier need some geometry to work good. For example we cen get nice cylidrical shape add subD to 4 side cylinder, but its work better if we have 8 for example The issue what i post…
New - Smart Extrude Adjacent faces are completely rebuilt and stitched together, matching the final visual output. No more need for time-consuming repairs on hidden faces or other geometric data resulting from extrusions.Selection Improvements Loop and ring selection is now more intuitive at various component levels. Hold…
(This is not a double-post, but a different question.) I am facing a problem which, after transferring normal, I want to edit split vertex normal to fix shading on a particular face, but avoid modifying other normals on the same vertex. To illustrate the issue: step 1: I transferred normal from this cylinder onto an arc of…
As for the topology problems, you could look into remeshing workflows. I know the retopology tools in 3ds Max can work particularly well with hardsurface assets, and some artists have come up with a nice modeling workflow there, involving various modifiers to automate much of the process, and creating a clean output…
Is there a simple way of getting the new component IDs after performing any poly-edit action on a mesh via MEL? For example, after performing a "polyExtrudeFacet" on a specified mesh, how would you go about getting the component IDs of those new faces surrounding the extruded face? Or if you perform a "polyChamferVtx" how…
I’m a skilled 3D artist specializing in game-ready models, textures, environments, and asset optimization. I work with both stylized and realistic styles and focus on clean topology, performance optimization, and high-quality detailing.🔹 Custom 3D Models 🔹 Texturing & Retexturing 🔹 Environment Assets 🔹 Game-Ready…
An even easier method, just found it in Blender's manual DataTransfer modifier is SO powerful! vertex colors, normals... https://www.blender.org/manual/modifiers/modify/data_transfer.html
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…