The task to solve you mention is very generally specified.. what should "random" mean here.. You can always throw a Remesh modifier with method Voxel on any object genrated by whatever... or: For example you could also start with a cube and scale and extrude any faces for some time (maybe with some check of intersect…
If you're doing the UVs with the multires modifier not applied it will cause the UVs to get distorted after sculpting. I think you'd have to apply the modifier and after that do the UVs. Not sure if there is another way of doing that. Maybe someone else can enlighten us.
TopoRelax is a 3DS Max modifier which relaxes meshes while preserving their volume unlike the normal relax modifier which shrinks the mesh. Get it from here http://www.mariussilaghi.com/toporelax.htm [ame="https://www.youtube.com/watch?v=ewcdnIjeeuw"]TopoRelax 1.0 - YouTube[/ame]
Oh poor, neglected sketchbook! Did a few more bi-monthly environment challenge projects recently: Projector from Prey, based on the concept by Dmitry Sorokin model Used a bevel modifier on simple geo for the highpoly, combined with floaters. To reduce skewing when baking, support loops were added to the lowpoly using a…
Surface deform modifier in Blender - https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/surface_deform.html And yeah I was going to say Maya has a deformer for that. No need to roll your own code.
@Kruskebunken Cool to see more context, thanks for sharing! Assuming the packed masks values are linear, I would set ORM textures sampler to linear too. Put the assets into Unreal engine: Used Blenders UV-Project modifier to map the texture onto the carved wall while modifying the geometry: Edit - Continued on the…
@skyline5gtr an easier aproach would be to simply select all the splines you want to edit, and apply an edit spline modifier. This way you create an instanced modifier, and can edit all them at once ;)
More loops, bend modifier and taper modifier woud be a start.Or you could make the flat shape, add more loops and use conform brush from max > graphite modeling tools> freeform.
You can just right-click on the Unwrap UVW modifier in the stack and go "Copy", then select the object you want to copy UVs to and right-click over its modifier stack and select "Paste".
Yeah, if you just add a UV Map or another Unwrap UVW modifier to the stack, bake your textures, then delete/disable the new UV modifiers, your initial UV layout will remain unchanged.