Alright I found a way to do it. So in NSUV select UV island and use the function "GetTexelDensity" then select another UV island which is same and use the function "SetTexelDensity".
It's actually completely *predictable*. If you have a tool selected other than a transformation tool, just click back to a transformation tool to be able to right click select UV's again.
what i do is to set up a skylight , put on lightracer on the render , and when i select normal map in the render to texture i also select lightmap. good luck !
Hi! Tbh I'm not sure how okidoki's example can help add noise to animation curves, I mean with some technical knowledge you could hack together some kind of node network that would grab a position of a point from a noise texture and use it to drive a position of a controller on an animation curve, but I shudder to think…
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Probably its tiled and then a mask is used to select where it appears. Only reason I can think that it might be a separate map is in case you wanted to selectively enable high resolution detail for close up shots, but then not require as much resolution in the base textures otherwise. I wouldn't fuss over all of that…
I was told that it is better to frequently rotate your model around while sculpting (rather than select an orthographic view, sculpt a bit, then select another orthographic view, and repeat
BigErn, for tweak, make sure you have "Click drag select' checked in your selection preferences? Haven't noticed any changes with the Target Weld, seems to work as usual.
Hi, You can stitch the edges together by selecting one edge in the uv editor, right-click and " stitch selected " . Click on the little square and put 0 in bias value.
the texturesa are already built .select the normal map slot and then check normal bump map slot then loaded normal map and selected the sequence . no sequence is playing whats the correct procedure