have you done CRT+LCD mode on your laptop? That may be the easiest. Use your laptop screen for one display and the external display for the other. Usually the toggle is a one of the blue function buttons plus the key that looks like a little monitor.
I replied to a post a while back on this subject. See if this helps. https://polycount.com/discussion/comment/2738024#Comment_2738024 btw, ignore this bit of the panel in the scale master plugin. It only applies if you use the "export to unit scale" button. Treat mm as generic units instead.
hi Kyoske. I've had that problem before and I'm guessing there's vertex order (Numbers assigned to each vertex that you sculpt on in ZB it has to match the low poly as well) delete or weld any together or start a new mesh for your retopo will overide those numbers from your high poly mesh in ZB causing it to deform it in…
Fwiw, I managed to write a plugin that calls an automation toolkit script and will merge texture sets at the click of a button. I can't share it cos I did it at work but it's not a particularly difficult thing to do so I imagine someone will release something similar at some point
shiny! you should put the link to your demo at the top of your store item details in bold so people are more likely to click it. rather than reading a block of text and scrolling down to even see it. the store should consider adding a demo / preview button.
To open rendering options, LMB the mesh when you're not in painting mode. Open DynaMask on your folder or layer, then open the Material IDs rollout. Click the Links button. CTRL+LMB each masked area you'd like to add to your current mask. That should do it. :)
lots more reference images needed for this gun grip is too curvy, trigger area is just plain wrong bolts on pistol grip don't need to be there no magazine release button sample ref http://forum.rap4.com/paintball-gallery/albums/userpics/10002/IMG_3460.jpg
Worked on some of the smaller things like buttons,bags, and some other things. Finished the mask hp also did made some lp for some subtools. I decided to do the same as @Piemaster with the shoulder because it looks very nice. Also made a beginning on the dagger.
Yeah, looks good, you can send it to ZBrush now. In ZBrush, under the Tool > Geometry palette (menu), there is a button just above Divide labeled "Reconstruct Subdiv" which will rebuild your model back to its original base mesh, before you applied the turbosmooth.
As a protip, the new versions of 3DSMax have a button that auto unwraps based on smoothing groups. <3 that they added that. I also agree that your view in Max may look weird because you are using Xouliul's shader. You should switch it to Nitrous and see if the issues lessen.