Hi there, i´m not that experienced with character modeling and so I decided to play around with a basemesh just to learn.. and I got some problems I can´t figure out myself.. ok, lets start: this is my quick modeled basemesh: and this the biped: I riged this guy useing the skin-modifier and vertex weightning.. and almost…
I've come to a little stumbling block in modelling/texturing, where I have a concrete bunker that meets a rock face, as if the underground bunker was created inside the rock, and is not quite complete. Usually what I would do, is either vertex blend the concrete into the other surface (Wont look right because thats not how…
Hi Guys, I am learning Maya while trying to recover some modelling skills after a few years of just coding. As a 3ds Max user I am looking for similar tools or workflows I was used to, but sometimes I miss the fundamentals and I cannot find any way fast enough to achieve what I want. This time I am looking for a way to cut…
this is normal. you have three options 1: make a material that supports tiling detail and unique masking - either through textures or vertex color (or both) 2: be clever with UVs - make use of tiling/trim sheets, re-use texture space etc. 3: do both of those things also: You definitely don't need to use just one material…
I used marmoset toolbag to bake vertex color to low poly. not sure about an xgen workflow, but basically i create geometry hair and then bake that onto the low poly model. So whether you are using a spline simulation for hair or w/e, the idea is to turn it into geometry with vertex color and then bake that. Problem is that…
The animation is just a list of vectors. Imagine like three vectors (position and rotation and scale) per bone per key. Even if you write this into a text file, it won't be heavy, even if its long. Its really just a few mbs of memory or usually much less. The problem with skeletal meshes is that the bone update is…
Rebaked everything with new settings, boosted the skylight intensity and removed AO baking. While it's much brighter and better than before, I think i've gone a little too far in the opposite direction, so I think I'll drop the skylight intensity to 2.5 or so, and boost the postprocess GI a little instead, as this has…
I'd unwrap brick texture and normal map, but triplanar dirt, and vertex paint for brick color and dirt variation (more verts will be needed for vertex paint). What if fortress needed to be rotated, triplanar brick would look bad here. But for dirt it's ok. Unwrap with box projection all different parts with same box size…
I've used similar, but much more fully developed tools than what is shown by R3DS. It's cool but this still needs a ton of work, the speed is atrociously slow and the smooth fitting doesn't seem to be working, or it's tolerance for over fitting hasn't been implemented yet, kind of hard to tell with the examples they show.…