Number 1 would probably be caused due to over writing your current mask with a new one. If you want to apply a effect for only your brick layer, then I would recommend creating a empty group, drag and drop your brick layer with its current mask into that empty group, then create a mask on the group and transfer your brick…
Certain assets can indeed be decimated. Or you can use any number of Zbrush retop tools: topo brush/zremesher/zsphere topo/a combination. A lot of people don't rate Zsphere topology, for example, but it's simple, quick when you get used to it, and you can stay in ZB without having to decimate/export. Obviously Max/Maya…
Hmm...no comments.Does this have to do with the fact that I am using Blender instead of 3dmax or Maya?I remember someone telling me switching from Maya to Blender isn't a good idea as it isn't used in a lot of studios and its far from the standard ppl expect but I find it strange that the new features especially modeling…
I think one of polycounts strengths is that users from all apps often comment in threads that relate to common problems that are not necessarily related to specific apps. A lot of my topology knowledge comes from Modo users, and I probably would have missed out on their wise words of advice had they stuck to their…
It's an indie tool. And it's a fully fledged Houdin FX version, so I'm not sure why you would need other Houdini versions to accomplish task if this version can do what FX version for companies can. Houdini Indie includes a wide range of file formats including OBJ, FBX import and export and ALEMBIC import and export. The…
It's a little buggy as it is an older plugin from around the XSI 3 era. 2010/2011 has editing user normals as a standard feature which works a lot more smoothly. There's quite a few different ways you can go about bypassing any visual glitch and seeing it with your texture in older versions, though I generally only use…
Hey Larry thanks for stopping by to try and lend a hand I appreciate it. I am playing around taking textures off textures.com and trying to turn them into usable materials. Most of the pictures I am using are 2k resolution but as much as I try and tweak them they just don't look convincing to me. Since I start inside…
@ajr2764: I haven't ever used edge weighting beyond just trying it out to see how it works. I've always used traditional SubD modeling techniques (supporting edge loops everywhere) to model high poly + non-sculpted stuff. Now with the new Pixar SubDs I think it might be possible to avoid all of that extra work. I have done…
Rite now the lighting in unity 5 is the #1 thing that makes me consider other engines. There's a lot of unpredictable behavior and the bake times are ridiculously long compared to beast in unity 4. If you're developing for vr, realtime/pre-computed GI is not going to be your ideal option for most situations. A single room…
There are 3 basic components to this whole thing: the mesh you start with, the high-poly sculpt, and the mesh you want to use in the game. Sometimes the basemesh and gamemesh can be the very same mesh, and sometimes they are two completely different things. If they are the same, just drop down the the lowest subdivision in…