Tried this, seem like it only snaps to either the X Y or Z axis. The faces I want to make planar are on an angle. [ame=" https://www.youtube.com/watch?v=2Tgy0lBdJK0&list=FL37zD7o2owolIe75gDkkDjg&index=1&feature=plpp_video"]Weapon creation tutorial - Part 1 (high poly model) - YouTube[/ame] Like here @ 0:10:15
Many thanks for this. So as I understand it so far we get the sculpting abilities of Z brush with the Mesh sculpt, The manual UV seams found in Maya Bonus Tools, and I believe Max, and the functionality to retopologize found in Topogun all in one. Awesome. But I did get my custom shelf erased "add" to shelf was actually…
Hello all, We are having a promotional week right now for the game. So with that comes a 50 percent discount! If you've been curious about the game check out the demo that's just been released. Enjoy and yes more images comes soon! Demo below http://itunes.apple.com/us/app/axon-z/id530375945?mt=8
For the noise, you can use world position x-y-z and make a manual world aligned noise by using the noise node with optimized settings (fast gradient, 1-2 iterations, and plane projecting it on the 3 axes, then blending them like you would do in a standard world aligned texture function. This should not move with the camera.
Nice video! @elementrix Are you painting on flat uvs in CS or are you painting on the 3D model in CS? @bounchfx Mudbux has paint layers that function just like Photoshop (normal, screen, multiply, etc.) And getting your stuff into CS and then updating back and forth is super EZ. I personally still prefer Mudbux for…
Hi, EarthQuake said Marmoset follows Maya standards, which I'd like to know. In my experience it works with plain X+ Y+ Z+. I may be wrong but results seem right. I hope someone can confirm. I usually bake with every axis positive, then use the "Flip green channel" checker in 3ds Max.
If you wanted to have two sided mesh detail, you could alternatively duplicate all the faces you want double sided and flip their normals, not 100% sure if thats a more efficient way then telling the game engine to treat the shader/mesh as double sided or if it causes z fighting(don't think it would since the normals are…
You're mixing up the steps. You need to offset first and then bake. Otherwise, as @Fuiosg said, you will get Z-fighting. This is when the rays are being cast onto both sets of UVs because they are sitting in the exact same location. Did you check that the UVs are not inverted when you baked half the model?(other half…
Ok so this is driving me crazy I just cant figure it out at all, Iv searched everywhere and nothing. I cant be the only person to have had this problem.. :( Another issue im having is with the Z draw order in Mudbox, Any transparent areas drawn behind another shows as transparent.. I take it there is no way to control…
I don't paint weights with Z remesher, I find it makes it more complicated to edit it later in blender. All I do is make sure the edgeloops are mostly rational and then I take that to blender and select them one at a time to delete the ones I don't want. I just see the Zremesher result as a blank canvas to work from.