Number 2 from me too. Maybe if you're planning to rig her you could have her eye textures blend from 2 to 1, for when she's angry or doing the cat snarl to threaten someone.
( local theBitmaps = getClassInstances bitmaptexture for aBitmap in theBitmaps do ( aBitmap.filtering = 2 --0 is Pyramidal, 1 is Summed Area, 2 is None)) Had to do it this week. From here: http://www.pbviz.com/forum/Topic2343-9-1.aspx
I'm not sure I get it. One object can have as many different meshes as you want. Just use Attach to combine the 2 objects into one, and unwrap the result. You don't need to weld the 2 together.
Is it ok to have "one mesh" and two materials (and 2 uvs oc)? One mesh like merged together on the edges. Like "Head + bust" is one mesh, and this mesh has 2 materials and uvs? Is there a nogo for game assets, in any way?
The Backwash is a Steaam workshop item that has been made for the game Team Fortress 2, this model was designed by the Steam user Marty. I have recreated this model using 3DS Max and Substance Painter 2. Feedback would be great. ArtStation: https://www.artstation.com/artwork/XEKQn Reference:
Day 2: Went for Caucasian female references but ended up making something that looks like an Asian male. :grimace: Still I think it looks much cleaner than day 1! I played with some extremely simple shading and lighting for display, but that was after the 2 hour mark. I also got my main shapes sculpted much faster this…
something with a bit more polish that also works on editable meshes comment out the lines.... polyop.setvertselection sel verts[2]; setvertselection sel #{verts[2]}; if you want to keep the original vert selection edited for small fix on poly open edges bug :) another edit now uses working pivot so as not to create a…
it´s a pain if you have to do it often (maybe it could be scripted) but you are aware of the option to specify the uv range? i.e. v always 0-1 but u 0-1, 1-2, 2-3 etc!
\o/ I just finished Dark Souls 2. It only took 2 and half months... I'm ready for more. The art looks bloody fantastic too on this one. Looks like From poured its resources into this one.
Try using a 2-sided material. Object Properties has Backface Culling off by default, which makes meshes 2-sided in the viewport, but not in the render. I always set the Preferences to enable this by default, to avoid this kind of problem.