sorry for the late input, the button I mentioned that displays the seam problems is 'derive normal from tangent x binormal' I haven't read up on this yet, but it might give you a starting point to research
You'll also have to find the center point of your texture, because if you rotate it without, it will more than likely just rotate from 0,0. The center point will be half your res. of x and y.
X-Convict! HOLY CRAP MAN!! That is some awesome work you've got goin on! Thank you so much for showing the 3d meshes that you block out for your concepts, very cool stuff!
I had a similar problem to this recently, just scale both your models up (like 10 x bigger) maybe even resize them outside of xnormal then try again, that fixed my problems.
ey guy thnx for the help, i fixed all those things you mentioned, going to finish the model now and shearsh some pics on how to make the ass better still isnt 100% :X
Erhm... Mudbox does have a mirror function Just select a couple of faces on the side that you want to mirror to the other side of your mesh and chose Layers > Mirror > X. Good luck, hope that helps!
Hi, You can mirror assets/ static meshes in UE4 - does it work without any issues due to shading and lighting ( flipped normals), because the x-scale is minus 1? I want to avoid useing extra static meshes, only with a different pivot. Thx
I haven't painted in over 10 years but decided to paint something for my girlfriend. She loves sunflowers and I figured it would be a good subject to start with. Painting on the left is Acrylics and the one on the right is oils.. still a WIP. 18" x 24" Just wanted to share :)
Hey! I have been working on this little guy, and have been wondering what could i improve, either on this one or on future models? Love to see some suggestions. Details: 1,210 Triangles 1024 x 1024 Diffuse Screenshot for geo density. ArtStation