But I found it easy and comfortable to use the cut tool in "3Dsmax 9" I could draw the vertices in on the selected faces and could get the outline of an image i've applied on face. Unlike the cut tool in "3Dsmax2009", where the cut tool and quickslice tool work almost the same, I cant see any difference in the two" That…
Hi! Happy new year :) I'm not sure if that feature exists in Maya but if all you want to do is to select all the vertices you can use this little python script. import maya.cmds as cmdsfor each in cmds.ls(sl=True): cmds.select(str(each)+".vtx[*]", add=True) cmds.select(each, d=True) Use it by selecting all your desired…
I once again switched the face completely and did a version without aspiring to being too close to the concept, but rather being more anatomically correct. Other than that I made the vertical gradient stronger on the armor and the skin, to make the face pop a little. Thanks to all who provided feedback up to now, and of…
Hey! They only have to tile vertically, but tiling isnt the problem. I can render it to a texture yes, but that means that it would be a flat quad and I would like to have some geometry along the left n right sides to improve the silhouette. So it would be like merging a flat quad in the center (where one would put the…
@BobtheGreatll - I made a simple triangle brush and adjusted the brush settings to get what I want. I also went in with the hard brush to add those horizontal and vertical scratches. @Gary Matycich - Thanks :) @Toolpaddz - Yeah I just noticed that when Raul addressed it. I am going to go over the high poly model and soften…
If ever you're using mipmaps, it will look like shit. lots of extra vertices + no control over texture space + no padding + no way to edit it in photoshop = very bad idea. Also i'm not very familiar with zbrush but i'm pretty sure you can unwrap your level 1 mesh in an external package then re-import it without affecting…
Number 1 piece of advice.....don't bake in Zbrush. It uses its own native tangent space and the quality is inferior. Number 2 piece of advice.....don't bake this at all. A much better way is to create a tiling vine pattern normal map and map your vines tiling vertically. The added benefit is that you have infinite uv space…
i'd look at the skinwrap modifier. create a simple proxy model of your character, bind that to a CAT rig or similar then use it to drive your highpoly via skinwrap. it'll need a bit of cleanup once the highpoly is in pose but should save a ton of time normally spent on skinning vertices. you can even convert the skinwrap…
well i was just using that gif as a general example. its not a matter of "hey im looking for a way to make a 45 degree segment on a cylinder" but moreso of i need a way to move, rotate, and scale, a segment or set of vertices without breaking my mesh's silhouette or edgeflow. there's tons of situations when i need…
I may be wrong but it's not as simple as you think due to Maya's internal rotation system thing. You'll need to rotate the object's axis to match the edge's orientation. Only viable way I can think of is by using script. Get the angle between 2 vertices, convert it to vector and transfer that to the object's axis rotation.…