Thanks a lot for the script! Apparently, I don't understand how the target weld works. I just applied the Reset XForm modifier to object from the first screenshot, and now target weld just won't connect vertices at all. Is it somehow depends on coordinates?
What engine is this for? AO of this detail and scale could easily be handled by most modern engines. Solution would be to change some of the mesh if possible. For example: offset and scale your mesh so the ao lines up. Or modify/offset your UV so it works. :)
Hey guys I've just made a tutorial for xgen, going through the process of using the modifiers to create realistic hair, I've skipped the guide curves as thats been covered in various other tutorials. Here's the link - https://gumroad.com/joshmjc Thanks, Josh
I always admired functional designs. I really like what Slipgate presented. Bow mechanism, movable helmet/shoulders/knees... mountings for bow/knife/gun/grenades... even right glove modified to protect fingers while shooting arrows :) Nice!!
I'll try to remember to screenshot that part next time. The technique is quick though, I modeled the rifling in straight and used a twist modifier. LP parts with test bakes. ~4400 tris so far so probably gonna end up 8-10k
the relax tool or indeed the modifier if you want finer control are pretty handy for getting rid of lumpy loops. there's a few relax/regularize scripts floating around as well that might help. I often end up rebuilding sections that get messy though..
Oh yeah that should work. I forgot about that. You'd add it to the diffuse slot of the hp material and you'd bake diffuse map. Now I tried if simply displaying the vertex colors with the vertex paint modifier would also work with the baking but it does not.
there is much improvement. however your ball has lost its shape. it's a tennis ball so it should be perfectly round. try bringin it back to shape by using a reference of another sphere (or if you are using max, spherify modifier is just for this kind of jobs :P)
Are your bricks in anyway chamfered? Because if they aren't, there will be nothing to put on the normal map. Also check if the renderer is using the projection modifier specified by you or using an auto created one. Also check if the UV mapping is correct, and ifs set to the correct UV on the baker.
make a reference of the object (not instance, not copy but reference). And have the original source object be hidden, frozen and locked in all transformation axis. That should give your students a model they can apply modifiers and materials on without being able to really change the base topology.