My method for dealing with this is to create a mesh that has all the parts as a single mesh and all the seems welded. Skin that one, and use Skin Wrap > Convert To Skin on the parts.
Just about wrapping up the mesh. I applied some weighted normals, and it looks pretty decent without any turbosmooth or bakes. It weighs in at about 75k tris.
monkfish taste like lobster? Do they bollocks. Monkfish don't taste of anything as far as i can tell, which is why people are forever wrapping them in bacon
NOTE: THIS WORK IS IN DIRE NEED OF A MAJOR REVAMP THAT MAY OR MAY NOT HAPPEN! The intent is a more subtle, emotional take on a less explored character's backstory. In this, Akali. To write a story about her I of course first sought to draw upon her core character traits, but then came to realize there were none, which my…
What do you guys think? I had a lot of trouble with wrap 1, etc in zbrush so I just did a manual tile in PS. It's meant to be a realistic texture, but it turned out to be more of a hand painted style.
I use same modelling techie as in this video https://youtu.be/3rlMzsBWtPY?t=130 But instead of shrink wrap I use "data transfer" to transfer vertex normals . It works perfectly well usually . You can do a rats nest of polygons and edges, super tiny and chaotic but once normals are transferred it's perfectly ok usually .…
https://www.artstation.com/artwork/KaKPky I think that wraps it up! I might do another pose & render later on, but wanted to get something out there for now.
Right, this is with the new/experimental OpenGL backend to bring these features to OpenGL. I normally have it wrapped in the API checks, but I can't do that if compiling to OpenGL or OpenGLES.