Thanks everyone for trying to help. Technical questions are often the most difficult to communicate. To be clear for the forum, this is definitely a "bug" and not a modeling issue. The mesh is a work in progress, and while a lesser mesh will result in a lesser result aesthetically, it shouldn't result in such a harsh error…
i think if the texture of the mesh looked more like the concept, it would be a lot better. The photo source stuff isn't the best option for it imo - that makes it look even more goofy. If it was all painted like the concept, it would at least make sense that it was like that, and have a cool visual style as opposed to…
Ok, so my game plan is to, 1 - Check the low and high meshes and make sure they match up correctly 2 - Set sharp edges on the low manually without using any modifiers 3 - Delete all the Material IDs since they're not needed, and i was just using them to make sure the high and low intersect with each other correctly 4 -…
Hi all, I'm starting an enviroement to get a hold of modular modeling. now that i've modeled some basics meshes for my scene i got to the drawing board and concepted a little more on the exterior. The scene it's a sci-fi spaceport for landing on a "holyday planet" and it should be placed on a cliff facing the ocean... I…
Hi, I have this issue with smoothing out my mesh in 3dsmax after exporting from Zbrush. I retopo my mesh in Zbrush, import it into max and magically smoothing groups stop working. The only way to smooth out the mesh is to apply MeshSmooth. Is it just me? Can anyone confirm or provide a fix?
I have this issue that has been driving me insane. I have what is essentially modular tiles for the floor on my level. The tiles are just a single planes (2 tris). The problem is the things keep flickering like crazy. I'm not really sure why they are acting like that. They're gigantic, but still have power of two…
was wondering if there is any way to adjust the position of bones in a skeletal mesh after the mesh is in UDK. want to try out a trick i Seen ND do in there uncharted games which was making environment piece like trees skeletal mesh's with bones skinned onto some tree limbs and roots, than adjusting those bones to make it…
Hey guys I have a question regarding baking. Basically, I have this cauldron here which I sculpted a small detail into as a test and was confused as to where to go from here to achieve the low poly from this model. Do I duplicate and decrease the multi-res?
I don't know if the title is the best to explain what i want to do: I have one head(with 6 subdivisions) that i want to be present in 2 diferent bodies(with 6 subdivisions) with the same topology in the neck so the vertex in the diferent bodies coincide with the vertex in the neck of the head. What can I do to fuse that…