Great tool and I've given it a go but I'm slightly confused. How do I apply face weighted normals without adding a bevel? How am I supposed to create a highly complex model and still have a functional bevel modifier to work from? I commonly have to delete history hundreds of times during the model making process. What if…
so cute and cool. First off, eyes are to dark. The fur looks off if you look at the animal in real life but this is stylized art so I don't think it matters and it works for a stylized animal. I do think it's a bit dark colors also. maybe a vertical gradient with the top being a bit brighter will help or just increasing…
UDK generates the lightmap for this..it needs to know the UV space for the light..that is why the UV channel 1 thing is important...try shooting the chest with the guns laser...if you get burn marks you should be good...as for blender...try exporting the mesh without "write material" checked in the export>wavefront(.obj)…
@Kapoff - Yeah the head is sticking out way tooo far from the side view. Other than that the ears look on the large side. @Domenico92 - The cloth in the back is looking really odd. It should be draping horizontally not vertically. @Nika - Looks good. I think the head is too large though. @atomicguppy - The proportion…
I'm not talking about the issues for the workflow, I meant the issues derived from the order the realtime engine render the polygons. Here there is an explanation about this, in the paragraph "the stripping process": http://www.ericchadwick.com/examples/provost/byf2.html But curiously the people of epic don't follow this…
What worked for me when using the new split tool is to commit to c an v snapping. Even if not needed I hover over the snap hotkeys. ( helps reiforce muscle memory ) when u get use to snapping the end on a vertice or edge. And when u get use to hitting enter to complete ( having the line still attached to the cursor threw…
i couldnt go lower on the tip i believe, cause i had to do the holes all around so even if i merged the vertices around the "ring", it would cause pinching and i didnt think it was worth it. of course if i only cared about fps perpective, it would be another thing altogether. the lens has a normal map too, i didnt think…
you've been given the answer - zbrush is 32 bits so no matter how much memory your computer has it can only address a fraction of it. before breaking up or reducing the mesh however you could try this: go to tool->export and turn off MRG and GRP. then try to export again. in my experience the merge vertices stage is where…
This may sound a bit boring, but I think the most effective layout is a simple vertical list of wide aspect thumbnails. Looking at those full-frame images just frustrates me. I think giving the viewer a full shot of the finished asset that hides nothing would be good and they can click to see the underlying structure (i.e.…
Personally I'd skip around Freezing SubDivs; the whole point of that feature is to be able to quickly change a model's topology and then project the original detail onto the new result. In this case you're not just adding new vertices, you're adding new forms (which will just get flattened when the projection kicks in).…