Hello! I can't weight paint on my lowpoly mesh. Brush just makes no influence on weights (only gradient alt + LMB making effect). For example i want to remove weights for this bone (red selected) and this mesh (yellow selected). Can someone suggest a solution? I am facing this problem every time i try to rig a lowpoly…
I don't know if there's a way to do this in the same model and to be honest I wouldn't waste time trying to figure it out unless I expected to do this a lot. I'd duplicate the model instead, select the target UV in the duplicate, plug the map I want to transfer directly in the output material of the source object and bake…
Just released this: https://gumroad.com/l/SoNDR It was specifically made due to the questions raised by this thread. The projection plane is created first from selected objects/verts/edges/faces, and then you can select whatever you want to project to it on one or more axis. I'll record a video demonstration later, but let…
You could try recording an action. Make 4 copies of the layer and move them diagonally. 1 upper left. 1 upper right. Lower left. Lower right. merge layers. Selection from original layer. Invert selection. Delete. Note that i do not have photoshop open to test this. But this would probably be the method i would try first.
I forgot to post but i did find the solution to this. 1, as suggested previously, i had to have the "trianglulate" opetion enabled when exporting the obj. 2, the biggest fix, was to make sure the mesh had all the parts that were exporting attached as one mesh. Without attaching and just selecting multiple meshing and using…
I've tried different settings in the exporter. So what I do is: Select Low res > Export selected > Save as FBX > Check on Smoothing Groups, Turbosmooth, and preserve edge orientation. I've tried it with split per vertex, tangens and binormals, etc too. Same result. I tried to triangulate those effected areas myself and…
Modifiers by default affect the whole object. To limit bevel to a single edge, see the bevel modifier panel limit using: -> BevWeigh. Then go back to the mesh and press ctrl+shift+e to control bevel weight per selected edge. Or alternatively, bevel is also a mesh tool. Select your edges, press w to access the "specials"…
Those topology tools only appear when you have a ZSphere selected. Either switch your tool to one or append one as a sub-tool and select it. The latter method is needed if you are retopoing across multiple subtools. Alternatively use the newer Topology Brush or QRemesher. ZSphere retopo is pretty lame compared to any other…
I use the UV-layout so I can select the UV-shells and expand the selection in order to copy everything. This way I don't copy too much and I won't have anything overlaying eachother in the combined normal map. What does froyok's normal map baker do exactly? I couldnt find anything about it on google.
Select the subtool you want to change, and the color/matcap you want it to have. Make sure MRGB is turned on, and go to Color: Fill Object. Also make sure the subtool is set to show polypaint (it'll have the paintbrush icon in the subtool list, next to the eye icon that hides them), otherwise it'll just show the currently…