Hi! You could model the missing geometry, create an additional UV set and unwrap, then transfer/bake textures from original to new UV set. Once baked, you would have to improvise/fill the texture for the missing parts of the body using the existing ones as reference. Could of course create a highpoly (I assume none exists)…
There is no such thing as industry standard lol everyone is doing what they know or what works but I guess when you know sure Its helpful to use something as a guide so don't sweat it too much When you designing something and it doesnt work for some reason , go back to silhouette if silhouette is not working no amount of…
So I have been working in 3ds max a little for the past couple years... but from how good I am you could say that I have only been working in it for a couple months. I'm trying to do more environment work this summer, but I'm having a hard time figuring out what I should do. I went into the summer thinking I was going to…
if you use default z brush plane primitive and your target texture is 1x2 you can use 2 and -2 in Array for x axis (using append new button) and 2 and -4 for y axis. Also duplicate the original plane before this overlay scale up. You would be able to use it as a crop factor after you "grab" it , and then texture > crop and…
I think the error at the "Pixel Normal WS" node is due to the input being the vector/normal of the pixel, which is then used to blend with a normal map which changes the input of the node. So probably this node can't be used with blends involving normal maps? Could blend by vertex normal (modified + height mask?) instead.…
I am having some issues with my normals transferring on my model. I planar mapped the side of the sphere where I want my normals to transfer. As you can see my normals are getting pixelated and just not transferring very well. I am also getting an issue with the normal and the UVs seem to crop the outer edges off the…
Thanks, can't really take credit for the composition, as it pretty much the same as in the original artwork! Do you mean the picture of the king? Then yes, I pretty much painted over it after transforming it into a rectangle. A few posts above there's a post where I show it. For modeling I use C4D :smile:
Weird. I bet Max is storing the 100% scale first, then transforming to zero, before starting the animation. Exporter on the other hand might he tossing the initial state. So it starts at zero, and tries to scale from zero. Which means zero x 100 = zero! Just a guess though.
Been playing around with learning rigging. Nothing easier than rigging a robot :) Set up a bunch of connections and set driven keys so I can have just 1 controller transform this r2 unit from standing to walk ready. Not perfect but good if i need quick posing
Deferred does give fully correct tangent space normals in Unity. The forward pipeline has some issues, but not with seams - it's generally towards the centre of the triangles (slightly different transforms and unnormalized vectors give the errors). I'll have a look at your mesh and see if I can find what's up.