Yeah, what Froyok said. In maya, you can also transfer weights by UVs, so if your HP is unwrapped, and you maintain the UVs on the lowpoly, your skinweight transfer should be a lot more accurate.
Ha ha, First post with actual work. Well so far here's my base. -Occlusion baked into texture. -Semi high res model ready to transfer maps to get rid of excess geometry ie: bolts -After the transfer I'll start to dirty up the texture.
One year without internet? I'll probably work something else without art software all together All my main apps would be downed, no data transfers to anyone, me doing 3d for myself? Ridiculous!
Direct wire transfer or Paypal typically from UK. The Paypal conversion rate can be better or worse sometimes I've found. It's all a gamble though till it goes through. Wire transfers work great though,
Hey im way interested! I sent you a PM. And you do need to contact pixologic to get a license transfer authorized. They will do the transferring. I guess i should also ask, is this for Win or Mac?
Xnormal for high to low transfer, and mental ray for low to self transfer, but don't use the mental drop down occlusion that thing is broken and hasn't worked in a long time, bake light and colour from an ao shader.
just reproject and unfold what you need... select faces... do a projection form camera and unfold... or do you have a second mesh with clean uvs..? in that case use transfer attributes to transfer the uvs over...
So I used Transfer Maps in Maya to transfer a normal map from my high poly mesh to my low poly mesh. I can't understand why I keep getting a green and pink band on my normal map or small discolorations on the edges.
and... amm... http://www.joystiq.com/2013/02/21/psn-transfers-ps4/ Sony Worldwide Studios boss Shuhei Yoshida just told our friends at Engadget current-gen PSN purchases won't transfer across to the PS4.
Why use cs5 photoshop? IMO Affinity Photo covers whatever Phs sc5 is able to do plus lots of new tools I can't imaging working without nowadays: patch tool , linked layers , fully non-destructive everything. I would understand cs6 where clipping groups first appeared but not cs5. There is one thing that makes you troubles…