So I did what the video did, but it still didn't really help with my issue. The cloth stuff at the back that is increasing the count incredibly high, it didn't transfer over. I don't know if maybe my wrap (the red box in his tutorial) wasn't big enough or what. But the Torus's that are representing the eventual 'cloth'…
They do usually on Lenovo's and Gateway's (if they still exist), but to refresh a windows install and use your original license you need to contact Microsoft to deactivate its current usage and then get a transfer ID/New Key. Once that is handled, you can reinstall using the new key once the old is deactivated. That being…
Amazing, what's the best practice to transfer the photo-scanned data from the 3D Scan onto the new retopologized 3d model? Or is this model hand painted/photo transfered in the traditional method? P.S. I have already posted your amazing work here on this "Human Head Thread" :)…
I think it's good skill to learn in general and indeed helpful in certain circumstances when you need to re-think the model shape but in actual production such details doesn't even require hi res models to bake from . You will be wasting you time for a sake of "sport" of perfect topology . People do this lately with edge…
So if I have only my two models visible (the UV'ed/textured one and the sculpt) and then do a project while having only RGB turned on in my active brush, the sculpt gets deformed but no transfer of color happens (the active subtool is the sculpt). The wanted result would be the shape of the sculpt being unaffected while…
if you're on a recent version of Mudbox, then you don't have to worry too much about changing details on your mesh (paint or sculpt) after you have started work. Mudbox has a 'Transfer Details' option, and a 'Transfer Paint Layers' option. These features allow you to make changes to meshes and texture layers even though…
Colour is easy, most apps will handle that. Normals are harder because they're affected by uv orientation and scaling. In substance designer you can do normals using the texture transfer bake mode. Outside of designer I'm not sure what you can use - you would need to convert the normals to world space, transfer them as…
haven't seen a way to load a separate mesh as your cage in maya, but you can edit the one it generates, in transfer maps select envelope in the display drop down. just make sure you untick delete envelopes on bake or you'll lose your envelope if you put display back on mesh and then close transfer maps. never really used…
Happy new year! The issue I encounter when importing and baking the boxes in Blender, is that the shading is stored as custom split normal data. If I were to remove the data, the underlying shading is hard (Auto Smooth 30°). During the bake the custom split normal data gets ignored, which is a nuisance. When searching for…
you could use and bake vertexcolors from your highpoly (which can contain your albedo colours) to your lowpoly. Knald in its current state seems to be geared more in accelerating the baking workflow for surface maps (taking the highpolys surface into account), not for transferring textures between already textured objects.…