try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
Here are the ZBrush 'Game of Thrones' Assets created by me on ZBrushHangouts Meshed Up Show. This download includes a Curve and Insert Mesh Brush Sets as well as the Throne of Swords Model (.ZTL and .OBJ). Here is the link: http://www.badking.com.au/site/shop/furniture/game-thrones-assets/ Hope you like it :)
Hello , At CRYTEK - (game FAR CRY ) I've found Normalmap previewer. I don't know but maybe You will find this Normal Map - Poly Bump Previewer useful , looks good, works fine and easy to use in format .OBJ . Just try it. http://www.crytek.de/downloads/index.php?sx=polybump
hello I modeled a character with max, and imported it to maya by obj file. I have cut the edges before unwrapping, and then tried to unfold. But, maya comes with an error that says "mesh has unconnected vertices" and I cant figure out what I should do. pleeeeaaase help me with it..
Hail, Polycounters! CrazyBump Beta 8.7 is posted at www.crazybump.com/beta/upgrade.html New features: - Quad-core support! - Two new sliders: "Sharpen" and "Noise Removal" - Increased power of "Very Large detail" slider. - Increased power of specularity contrast slider. - Fixed a problem rendering some OBJ files. As…
Is there any decent hair plugin for 3dsmax or 3rd-party external program(.OBJ/3ds/lwo/fbx/dae) that could actually generate GEOMETRY ? I cannot use any one using after-effects, atmospherics or post-processing. I need a mesh modifier that could generate the hair's geometry... and free if possible, pls ! thanks.
Anyone know why split to parts might not be working? I've imported an obj model that I exported from Maya into zbrush and each time I've tried to split to similar parts it won't work. I've even tried starting fresh maya scenes and putting a bunch of boxes together and exporting that. Same problem.
I was just wondering there is a setting I can change to have NDO display the UV map for a model over the normal map I'm trying to create. I've tried adding it manually, but it doesn't seem to line up well. FYI: I'm exporting from Blender into an OBJ and exporting the UV map from Blender's image editor.
So I exported an .obj of a character I'm working on. I polypainted him and got him all set up, but when I exported him to TopoGun, his texture tones changed to a grey, even leaving out a part on the back of the arm. Can anyone help? http://imgur.com/a/btChG
Hi folks, I was just wondering if anyone had used Photoshop's 3d OBJ paint mode to paint models akin to mudbox. I have watched a couple of videos and think at the very least it could be useful for painting seams but I was interested to see if people have adapted it into their workflow and if there was any tips or practices…