how did you get that asset into mudbox? did you use fbx or obj. its a long shot but you might have some funny transforms on the object which are messing things up. you might want to try an alternate import format
I get what you're trying to do - I see this all the time. What you have after this process is a normal map that doesn't work with your mesh regardless of whether you use averaged normals or not . Bad practice aside though.. I don't think thats necessarily the root of the artefacts in your original image - there's a better…
Thanks for the feedback! One thing, we do have XYZ sliders and numeric inputs for all objects, click on an object and expand the transform module at the top of the object properties. If this isn't what you mean, could you expand on what you would like to see?
I just took a swing at trying this. I was able to solve it by: -Unbinding the skin -Combining the separate objects into 1 mesh/object -Freezing history/transforms -Rebinding to skeleton So it seems you can only have one bound to the bones and not a few seperate ones.
in terms of fair-use, i would imagine that using a reference image to create a 3d model, regardless of whether it's a direct representation in 3d or not, would fall under a transformative. HOWEVER, the original concept artist could likely sue you for some portion of your profits.
Hi, That depends on when you apply the morph node/modifier You should make sure it is below your skinning in the stack. Also, make sure you dont freeze the transforms on the morph meshes! if you do this, your base mesh will slide to the position of the morphtarget!
Yeh I worked with Mike on Transformers, hes a nice guy! He helped me out many times when I first started there. I'm guessing you know him from Rebellion? He left Jagex at the same time as I did and went there.
Gargantua-Mecha-Striesand (thought she needed a makeover) I'll go through and detail certain parts parts that will transform separately like the feet (rocket engines) and boobs (plasma cannons) I'll start a thread once I get some 3-D goin on.
You can hold CTRL when moving to grid snap, or use vertex snapping. It all depends on how you work and what'll make you comfortable, there's no "best practice" here. Some people really need to see round numbers in their transform components though...