Hey everyone. I'm importing a model into Unity that has a hopper at the top. However, with the normals facing outward the inner faces disappear when viewed in the Unity engine. Of course if I reverse the normals, the outside faces disappear. So how do I approach this? Do I need to extract the faces a bit to provide two…
When I'm in editable poly mode, and I select faces, it selects the edges that make up that face instead of highlighting the whole face in red. I just like when the whole face is in red, anyone know how to change this.
Hello, Alpha Mask not keeping back faces (cull back faces unchecked) I tried to use a transparency map but result is the same for material and object ID too. how can I keep in the maps back faces? Is there a way to render a transparent background?
https://youtu.be/7gMHH2Z5WeE A brief quick demo on new modeling tools i have been developing. Some useful selection tools and a Inset face tool which works with single side face shells. Tools covered: Grow Face By Angle Grow Edge Ring Shrink Edge Ring Face Fill Select Inset Face
Hi guys, noob questions regarding topology on deformed face like two face from batman. I'm always retopologyzing symmetrical human faces but how about deformed face? Is it ok to have more topology on the deformed area than the normal area like two face from batman. Because my mentor said that even with deformed face, when…
can you say some more about that? is it logged anywhere public? does not-production-ready mean that you face some blocking issues which require changing source code to solve, or extensive workarounds, etc? If so, is it platform specific things?
Sometimes i get flipped faces, so you can check that by going to the object name (if you labeled them) selecting it and clicking the back-face option on the left. (For me) they come in usually normal flipped, If you tried all other options you can try this one. Notes : you have to fix the issue, clicking that option will…