To get Blender more in sync with how Modo does UV selection, enable the UV Sync Selection button pictured here. Select a UV face and press the L key to select the shell in the UV Editor. .
i had to do what @Alex_J said, delete faces and refill it. to answer @gioxo i merged them all with the tool, not one by one, check if they were actually merged and then mirrored
This is a year old topic, but I always face the same problem. I wonder what does Zbrush developers think about this issue. It's a big headache if you have many udims.
this is question thread but will update with my findings as I go problem is that i try to make sure that dark skin type faces remain legible. with unreals default tone mapping if you are any darker than light-skinned it becomes difficult to read faces. the low values just seem too dark. In Maya if i set tone mapper to Log…
For cheekbones best will be to study few skulls so you can understand underlying structure or you can explore your face in front of a mirror Base of the nose is part that help it blend with the rest of the face on the reference is dashed red area , you need it to have a proper transition You can use real ppl and stylized…
It's not weird at all. Those faces on the sides are taller than the faces that are facing us. The point represents the center of the face, and the faces in your examples are of different height/width.
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…
Hello, I would like to create a script that will convert any sub object selected to faces. So if vertex than convert to face if edge convert to faces if element convert to faces Can anyone tell me what are the script lign for that. Thanks in advance. Massimo
I tried the Advanced Metalness but the result is not looking like i want. Look at this image and my settings, the line that he has in the face is metal and that's why I'm having this problem. And using Advanced Metalness, it creates a light in the face
Hey guys, i'm having an issue when trying to vertex color specific faces on an object. I select the face but the color bleeds through randomly to adjacent faces. I want to color specific faces in solid colors and nothing else. Why isn't it working? As you can see in the example I selected the 4 middle faces and paint…