Is it possible to have separate UV maps for a merged object? That is the question. Can I have one object but separate uv maps for different polygon groups without the UV maps overlapping? Thank you.
I want to first select all open edges, but polySelect -eb doesn't select open border edges which I have numerous on my mesh, followed by merging those edges (MEL)polySelect -eb (missing a value)? polyMergeEdge -fe
This is a function that I almost get how works :D BUT almost. I have 2 similar rigs as it needs. But the one is scaled down to maybe 40%. So I merge the animation from the bigger to the smaler one and it pops and looks to me bigger. So I use measure to know if it is just me or it is really bigger. And it is bigger so maybe…
Hi guys, after a while, I recycled a Merle´s head I had, and decided to continue it for "next gen games", so i finally finished the sculpting. C&C are welcome! Hope you like it, cheers!
Hi everyone i was practising head sculpting and i started with a base mesh with nice edge loops and completed it .Now i want to create a body for that which i am thinking to do with dynamesh sphere . How do i connect head with body to make them one mesh without any weird line between them ? should i merge both and re…
Hey Polycount I am working on a modding project which uses a pretty ancient version of UE, meaning it lacks most modern open world oriented optimization bells and whistles. (And its DX9, yay!) Currently, I use various modular pieces to construct the urban environment for each level, with up to 2 LODs per mesh. To reduce…
Hi guys! I'm working on a Brand Lee (The Crow) model. While this started as a bust idea, it turned out into a full character. I was wondering, since I've already retopoligezed the face, how could I merge It with the body that I'm going to sculpt? Thank you :)
Any reason why when I merge some subtools using the SubTool Master, it goes 3 steps back in the history on every subtool? How can I avoid/deal with that?
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…