If you like problem solving and puzzle stuff, try "World Of Goo" as per someone's post above. Maybe LBP? I personally like Dead Space for the thrill of being bit in the ass while the camera's behind you half the time which I really enjoyed.
Yes, the old ZBrush classic camera does that, basically the larger the tool the more distortion. It happens at some recent version I can't remember ZBrush implements an accurate camera system you need to activate it at Draw > universal camera perspective mode this will solve your issue.
I'm going to interject here, admitting I did not read the full banter in here. This is a far more complex issue than people like to make it out to be. Here are the facts. Guns are designed to destroy whatever they are fired at, humans included. By design, a gun is a weapon intended to kill. This is undeniable. Insurance…
Because the normals of the highpoly are pointing in a different direction than the lowpoly normals, I guess? Sorry for the late response, I managed to solve the problem by adding more vertical support loops (more curvature) which is pretty much what you said the problem was :) Thank you
Thanks you solve my problem, but another problem occours in the shadows (hard shadows). Is possible to add the normals and environment reflexion to the Complete Lighting baking, like in the viewport? Blender baking tool has an option to combine all maps to one, like this (but is very very slow).
s I tried script in maya 2015 no luck :( would have solved the radial symmetry problem for me. nice trick mogul did u put cylijnder as a refrence to the 1st object? I think for most of the problems i will have to use duplicate special and then weld
Problem solved. It was due to the chamfer modifier: Painter see some smoothed edges as chamfered ones. Removing it and using support edges instead it works fine. That's pretty weird because it is applied to all the meshes but only few of them are affected bu this issue, and only on some edges.
I just wanted to drop this here too, because maybe it will be useful to someone... I did a test with some support methods and the cage, and however fwvn doesn't help, supportloops should solve skewing issues. http://www.polycount.com/forum/showpost.php?p=2331130&postcount=94
hi! Just as CKhol suggest, a padded normal map is not ideal for DDO so the solution he suggests is a good one! We´re looking in to a option to export with edgepadding from the suite without having to to it before hand, that would solve all of the problems related with edge padding :)
Aaaand apparently I'm an idiot. Problem solved; all that happened was my particle system was on one layer, the particles somehow appeared on another, and the one that controlled whether it got rendered was hidden. *facepalm* I'll leave this here in case anyone else has the same problem though.