^ Yep +1 I'd also recommend browsing through stuff made by senior industry people which basically enables access to a ton of relevant insight into all asset creation tasks for free, particularly if the artist is a vehicle specialist as well: https://80.lv/articles/vehicle-production-for-games/…
Hi all. Need some help. I enabled 3d stereo (Red/Cyan) but in the capture screenshot it doesn't show (Red/Cyan). How do i screen capture with 3d stereo (Red/Cyan)? is it possible in marmoset toolbag?
"Yet another approach would be to create a texture atlas and map the lowpolys UVs to it." A bit OT but this brings to mind a Scifi environment mapped to just one 256*512 texture, consequently in the process as a lurking noob had my mind fairly blown into orbit unable to decipher the wherewithal how it was made, although…
Thank you so much guys, I indeed did a beginner mistake of leaving some edges that were marked as "Sharp edge" I removed them and enabled Autosmooth in Blender, and there it is ! Thank you very much again !
If you open the UV Texture Editor window, located under the Edit UV's menu and then hold shift-right click the option to turn on texture borders will be there. You can also enable/disable texture borders in Display>Polygons
just enable "grid-snap", located in the ribbon before the other snap-icons! the grid adapts to the zoom; see this video for some simple applications of grid-snap: http://www.youtube.com/watch?v=2zeF0Gpr0-c&feature=youtu.be
Thanks for the reply! The thing is, I've got two cameras in the rendering scene that are at the exact angle I want them. Plus the render scene has Light Tracer enabled, so I would have to keep turning that on and off.
Try using a 2-sided material. Object Properties has Backface Culling off by default, which makes meshes 2-sided in the viewport, but not in the render. I always set the Preferences to enable this by default, to avoid this kind of problem.
Are you sure what you are seeing isn't the back of the polygons? In more recent versions of Maya, the default display for the inside of mesh volumes is to render black. Try going under the Shading viewport menu and enabling Backface Culling.
the find smallest bounds for this shell is enabled. this will rotate the shell to a rotation where the bounding box is smallest. this will be used for rotating the shell with its rotation steps. if you want to rotate the shell as it is, disable the find smalles bound option for this shell.