The hardsurfacec elements are really looking nice. Not sure the overall appeal of the character's proportions is as effective as the hardsurface modeling elements.
If you use non-uniform scale outside of sub-object mode, it's going to distort the local transform space of the whole model. If you need to scale stuff, best to do it on the sub-object level: Vertex, Edge, Polygon, Element, etc.
Is it possible to hide at the element level? I'm rigging a character that has lots of different elements in the same mesh so it's uber hard to skin paint. Thanks!
Hi, I've done some smoothing group work on a low res gun but when I detach one element (any element) the smooth groups on that element are lost. It becomes all faceted. I tried exporting and importing it before detaching but it's the same. Thanks. *Edit: The problem only happens on some elements of the gun. It's like…
Hi again My Render Elements beauty pass (image 1) seems to look unusual, it resembles a reflection pass. :poly142: I thought it would look more like a complete version of all the elements (image 2), am I wrong in my understanding? :poly124: Thank you! :)
It needs its own UV space within the 0-1 area-- not stacked. So some shifting around of other UV elements/islands would have to be done to fit it in there. Even if the UVs are identical, if the texture needs to be unique it can't be stacked.