I've a similar-ish thing if I've held and dragged outside of a tearout window, say the UV editor. Usually this is for a hotkey modifier, like d to adjust pivot for example, like it's inverted (always adjusting pivot). Usually I can fix it by clicking outside of that window and back in again, or tapping that hotkey with…
Yeah that's much better. I still think it'd benefit from a more detailed face/mask, that forms more of a head. I think if you took a sci-fi helmet design and modified it to look more like a mech creature you could get something quite effective. That detailing is great though, it looks awesome!
This is why side-effects make stuff hard :smile: You're iterating over an array and modifying that array at the same time. Either collect a new array as you go instead of deleting from you working set, or iterate backwards (i.e. for i = prueba1.count to 1 by -1 do (local TheName = prueba1[i] ...).
Thanks guys ! I used Marvelous for most of drapery. I posed lowres meshes with the ingame rigg then I just wrapped the HighRes Meshes on lowres in 3Dsmax. Finally I modified artifacts in Zbrush. HighRes mesh in pose are not clean, I've made them to have a clean result in the render cam, not for every angle of view :wink:
Ok so I mean putting the supports loops by hand or using QuadChamfer modifier. On the second topic I mean for the people who look at your model and decide to hire you or not Imagine @perna you are reviewing work that some dude did for you with the intent to produce a normal map used in a triple A FPS for example.
Not possible without a lot of code work. Decals are just duplicate geometry on top of existing geometry so you couldn't punch something in without getting rid of the existing geometry or masking it somehow. You could build your deformations into your base shader though and have a mask (vert color or textures) dynamically…
So I ran the STL modifier, and none of the options show faces except open faces. All of these are open faces, but they won't merge. I delete them, and re-extrude them, but they won't work. Some won't weld together. When I bridge Two edges it makes a twisted face, and I can't make it not do that.
You'll need to learn it eventually sense Maya and Max are the two most popular modeling apps in the industry, so why not do it on your own time and at your own pace instead of waiting to be forced to learn it? If you can get used to Maxs modifier stack replacing Mayas History, and a lack of marking menus, you'll be fine.
You can use the Modify > Resize Option from the Terrain Editor, but this may not add the terrain equally around whatever you have created. Another way could be to export your heightmap, create a blank texture say four times bigger than your heightmap and paste the heightmap in the centre and import that onto a new terrain.
Here is an update No really big changes but I modified the chest muscles and the croch area. Dekard: the men in the references are not naked, if they were women... but not men I'm going to model whole body to practice modeling and muscles definition, then I'll change the model adding accessories and all the other stuff to…