Hello Guys I just finalized the build of PC that I need for work. Main use (In order of use) - ZBRush (Sculpting highly detailed human characters and creatures) - Max, Maya, XSI - Vray or Mental Ray - Key Shot - Marmoset tool bag ** I mainly work in games and occasional 3d Illustrations. Here are the main components Parts…
It actually runs smoothly even at 28M polys, probably due to the 1 bone = 1 mesh principle (excluding cables). I animated it straight after ZBrush, then reattached textured meshes to bones, but it could actually perform well on a USD import too — it has real-time performance in the viewport on a gaming laptop (i9-14900K,…
Damn you and your interesting problems! I need to sleep some time! :P I'm on to something Very early test to see if my thoughts held any water. They DO and I'll see if I can make this work later on. The short of it is this: Transform the object's normals into Light space(in this example they're in view space since that's a…
let me finish the basics of the tool first and get it out *g* the core itself is already some sort of sdk. but they is no wrapper around it. that are plans for the future edge padding = margin = padding = nudge or whatever other names they are out there. already taken into account ^^ there is also a border margin for the…
You can't mirror the tiles outside of the 0-1 space (live area) they will always be tiles with the same orientation of the original. Like this: What you can do is stack the piece you want to mirror. If you want the seam to be flawless you can mirror the piece (flip it inside out) and even stitch the edges together to…
Umm... Use multiple subtools. Say. 1. Body + limbs 2. Head 3. Shirt on top of the body (1) 4. Arm wraps on top of the arms (1) 5. Leg wraps on top of the legs (1) 6. Hands/Claws 7. Pants on top of the lower body (1) etc.
I don't know what GML is, is there a program you can view the files? Anyway, the main problem is that you are getting the vertex color incorrectly. The function expects a map vert index, but you are giving it a geometry index. The number of vertex colors doesn't always equal the number of geo verts. For example, a vertex…