I just wrote a huge essay about my personal experience with video games. It turns out that video games have been so important in my life that to talk about that would tell you more about myself than I think I should. Here is the digest version. I never went to primary school-- instead I spent that time playing video games,…
you can also use transfer attributes to do this - https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Mesh--Transfer-attributes-htm.html This is how I would usually do custom normals for trees and plants.
i couldn't care less if the government wanted to know why i just ordered 800lbs of fertilizer if it saved even one innocent life. Banning unhealthy substances that have no positive values would be an easy way to save lives, as would banning all firearms and raiding all homes to make sure none remain. As would banning…
For some reason maya's transfer maps has gone retarded on me today and everything is broken. So here's the first issue i'm dealing with, i'm doing a simple high to low transfer and i'm getting these weird artifacts that arnt present (as far as i can see) on the normal map, but show up when applied in both maya, unity and…
Hi, First off, there is no requirement to use patches in Mari. It just happens to support them very well if you want to use them. If you do decide to use multiple patches and want to transfer to a single path, the texture transfer tool in 2.6 will do just that for you.
A option is to use www.weebly.com. You could transfer your custom domain name over, you pick from predetermined themes, but you can control the size of your header, and it wouldn't take that much work to transfer over your images. Their system is all drag and drop.
Hey! I think having seperate parts is fine. I would start by skin weighting the underlying body to joint hierarchy, then rigid part to their respective joints. For areas that should follow the body, one can transfer skin weights from the body. You can also look into transferring skin weights from proxy meshes, might help…
Why not just put those small bumps as instances in a center of polygons or vertexes or use geometry nodes. And then use data transfer to transfer UV and normals from a carrier surface to those bumps . That way you could make them random or wear them down in certain places
I'm trying to characterize two rigs that don't not have the lower body parts in order to transfer animation between them. Following this tutorial i was able to transfer animation from different humanoid rigs correctly, but not humanoid rigs without the lower body parts. Is there any way of doing this, without modifying the…
Hey guys, i've been trying to bake my normals from a highpoly to a low using transfer maps, with no luck whatsoever, all i i get is a purple texture (all purple) here's how i have my meshes : here are my transfer maps settings : this is driving me nuts @_@, can anyone please help ?