Hello people I am working on this asset and getting these weird normals on my asset. I have tried Flip Normals in polygon mode, tried Normal modifier, tried Reset Xform, then converting to editable mesh then editable poly. But still the same. Some parts of the asset got fixed some are still stubborn. What am I missing…
I've noticed that the boolean modifier has been changed since 2016. Is it correct that in order to ie. carve out a cylinder from a box in 2017, we have to select the box now first and then add the cylinder after and select subtract? I realize that i can drag the order around, but it just seem weird compared to 2016.
Hardware is Intuos3 Software: ZBrush4R2, Windows 7 PC Having the issue of jumping out of ZBrush using dual monitors. While I'm in ZBrush my Tablet is trying to compensate for both displays while in the program. Is there any way to modify this extended display while in ZBrush...losing valuable real eastate on my tablet.…
If I make an edge slice with symmetry activated, it does not carry over to the other side. Is this possible? I have mirrored the object and I can move polygons etc in symmetry mode and it carries over. Also, is there something in Modo similar to 3ds' symmetry modifier, something not so permanent that I could switch on and…
20 years later :p I have a hard time believing there's no way to do this in modern Maya? Keep in mind this was written for Maya 4 or 5 so good chance it will not work without modification and I couldn't be of assistance - I don't even keep Maya around these days - but without further ado:
The deep eyes are entirely Svartberg's idea and I have actually modified the material so you could see them not glowing in the video sometimes, but I had to turn the flicker off for the GIF to make it fit Artstaion's stupid limitations on GIFs Thanks for the kind words)
That is pretty much exactly what I was going to say. All the high poly stuff is being done in max. Also, the parts mentioned earlier are all separated pieces, each with their own TurboSmooth Modifier, which is another reason why the density varies so much
Personally i hot key things like connect, loop, ring, the snap tool ect. What do you use most when using MAX? do you find you use a certain modifier on a regular basis? like turbo smooth maybe?
i use and love mudbox. I occasionally use zbrush for things that mudbox doesn't handle well, but for pure sculpting, i prefer mudbox's camera, the way the brushes handle and the way i can modify my brushes, as well as the layer system and painting tools
You can use the vertex paint modifier. It's pretty straightforward to use. After painting, you can just export as FBX and it should just import into Unity. You don't mention anything about a shader, but I assume you have something set up for that.