For video game character creation zBrush is super for making hipoly characters and painting skin textures. For the other work like making a low poly version and baking the other textures a standard 3d app or dedicated texturing app is best. Displacement maps are used in films in combination with a subdivision modifier as…
there's also the built-in hair & fur modifier. combine with a good renderer and you should well be on your way. obviously this is for pre-rendered hair. the plugin hairfarm is another popular solution. unless - you are talking about polygonal hair for realtime use, that's a different story entirely (and i doubt xgen helps…
Hi everyone, This is my first time doing the monthly challenge. Here is my grenade block out. I used 3DS max and made a reference of the flat geometry and added symmetry and bend modifiers to see my end results on the fly. @a_beagle That tracer themed suite video is awesome man. Yellowcard is the bomb :)
It's doable but messy, the .mel for this isn't as straightforward as "this section is for the lower menu" to easily disable or add a toggle to. Way more work than I'm willing to do right now. I do have a modified version for 2016.5 that shortens it up somewhat, no idea if it will cause a problem in 2017 (which I assume…
So i collapsed the symmetry modifier and found a way using textools to move and snap the overlapping half of the object to the right. I tried baking it again with the same cage and high poly model and got this as a result: I'd say it worked out quite nicely. I guess that resolves my question for now :proud:
Make sure there are no n-gons in your mesh. If you're using 3ds Max, apply a Turn to Poly modifier to your mesh with Limit Polygon Size set to 4, collapse and re-export. If the FBX exporter finds n-gons in a mesh it will automatically triangulate the mesh (might behave the same in other 3D applications).
Well, sure, but it doesn't change brush presets now does it? That normalmap plugin looks like it could be handy but I like the results I get from a displacement modifier + multires sculpting in Blender. It takes more time and situationally it is still useful to use that plugin or Awesomebump (a Crazybump knockoff that runs…
Deleting history is the equivalent of collapsing your modifier stack in Max. The only difference is Maya keeps track of every action instead of a collective group of actions; but after a certain amount of history nodes, going back to edit older ones is more or less worthless or undesired so there is no harm regularly…
This will be interesting. I recently made the switch from Maya to Max and I'm really disappointed - especially about the lies of faster modelling and more robust history (modifier stack). I have a friend who whines a lot about Maya and is considering switching to Modo, so this thread might be a nice read for him as well.
Which exporter are you using and what is it going into? FBX? OBJ? Most of them interact with the modifiers in different ways depending on their settings. Some will break the geometry along smoothing groups or UV seams which doubles the vert count along those breaks. Others will re-number the verts hosing morph targets too.