Demo of meshmixer, a new drag-and-drop geometry editing tool. Download for free at http://www.meshmixer.com [ame] http://www.youtube.com/watch?v=tzM9h1ByI5c[/ame] this tool mix and blend ur 3d mesh .obj just like wet CLAY, :D !
Hello. Can somebody help me with this issue in Mudbox 2014: I've imported a mesh sculpted im Zbrush but it seems that Mudbox doesn't want to create edge bleed/padding. Because of this texture seams are clearly visible.
Hey to all, I was wondering if peeps had any insights as to how once could truly optimize stairs in terms of texturing and UV. Vertex Blending? Unique textures? Distorted Tiling? Parallax Mapping? Cheers and ciao.
Hi! I would see the project through to the end and learn as you go. This geometry is non deforming, so I think the main concern would be to achieve a good shape/proportions and shading. If you plan to use vertex colors to blend textures, it makes sense to have a topology that supports this (evenly spread loops?). Assuming…
I think lowering the saturation makes it easier on the eyes. I looked up some pictures of palm trees near the sunset and how they interact with light. The highlights seem to be more subtle. I think the first picture (the one with that creates this gradation with the light) would look perfect with your render and blend in…
The way I'd do it is by using the material workflow. here's a simple example: Substance already comes with a pre-made material node called "fabric009" that you can use with the "material blend" nodes and a few adjustments to make any pattern you want.
adjusted the composition of a tree and added more roughness to tree bark. I'm going to work on foliage next to have it with less contrast and better blend of the plants