Perfect bake is entirely possible. Maybe I was not clear in my post. In Substance Painter, simply baking without a cage, using default bake settings, produced clean bakes. Modifying your cage to fully enclose the high res also produced clean bakes. All with no other modifications to the high and low meshes that you…
Hehe, no problem mate. I'll just stick with the ones that work for this method and if something specific is needed will add some support edges. I think I actually used the bevel profile modifer in the past to do similar things, it was nice to check out the sweep modifier since I have never touched it. Thanks for the post!
I don't think they've changed much to the Retopo tools since '23. There are a ton of other new things since then, like Boolean revamp as a modifier, etc. They do make it pretty easy to see what's new. Retopo has a ton of controls and handled hard edges well. If you just mash a button of course it's not going to resolve…
Yep thats a pretty good script, I've used it but ultimately found it was limiting for what we needed to do. I'd try it out. If it works, great! If not... well get ready for some fun. Cloth, yea I wouldn't even go there. Even if you've worked with cloth before there is so much experimentation needed to get it dialed in that…
I read a lot in forums, people asking about things that are very easily done and they are either looking in the wrong direction or they are hidden so deep that you can't just spot them out easily. On top of that.. not many really mention them in tutorials! These will be very useful especially for people who start getting…
Thank you both for the thoughtful feedback @Fabi_G @Peyd3d, I really appreciate the time you took to write this. =) You’re absolutely right about refining the blockout and clarifying function and purpose. I’ve spent the last couple of days tightening up the interior shapes and making sure each space has a clearer role…
In case anyone is interested: $.modifiers[#Skin].bone_Limit = 4 -- Optional: 4 Bones per Vert MaxsubobjectLevel = 1$.modifiers[#Skin].effect = 1skinOps.SelectVertices $.modifiers[#Skin] #{1..(polyOp.getNumVerts $)}$.modifiers[#Skin].effect = 1skinOps.bakeSelectedVerts $.modifiers[#Skin]
The programming language that you are looking to use is important for this decision. If you guys all know C++, then you are going to have a lot of options, as most engines are designed to use either C++ or C. If that is the case, you can actually download and use the Quake 3 engine. Of course, this will not give you a lot…
I had this same problem...put an edit mesh in the stack....I know it seems(ha punny) silly but once you put the eidt mesh modifier in the stack it should work no problem. Here is a script I use with that tut..it automates the setup.. Just run the macro and it will set up all the chanels and the edit mesh...you just have to…
Hey thanks again guys :) @Matt : Thanks for the feedback, that's really help ! I have consider them and I modify the scene. @Gazu : Yes, that's just a plane with an alpha texture ;) I have some free time to work on the scene, I hope it will be finished soon. I make a lot of modifications, especially on the boiler part and…