Hi guys, for incorporating animated wrinkle maps I'm halving the brow normal map into two masks. L_brow and R_Brow so they can move independent of one another. The problem I'm stumbling into is having the two masks fade into each-other equally so if added together, the color space equals 1 (all white). 1st Mask is for…
The normal align is ripe for an overhaul. 1) It doesn't work with snaps, so trying to align the center of a face to the center of another face is nearly impossible. You can click and drag the align gizmo around when you are selecting your faces but they don't snap to anything. So you have to "align" and then snap, just…
Hi guys, noob questions regarding topology on deformed face like two face from batman. I'm always retopologyzing symmetrical human faces but how about deformed face? Is it ok to have more topology on the deformed area than the normal area like two face from batman. Because my mentor said that even with deformed face, when…
Booo hiss... (throws popcorn) that image is full of bad info. Not only does it offer bad info about the use of ngons, but it doesn't even define ngon correctly. That makes artists look stupid. That is a pentagon not a ngon, unless you're retarded and can't recognize a 5 sided polygon. There are specific names for polygons…
Hey! For a 30 day challenge you're coming along pretty well. I think the main thing I see that you could work on is better defining the structure of the overall face, not just the individual features themselves. This is very common when doing stylized faces I used to do it myself. What I mean is that with stylized heads a…
The object is very simple, it does not even have edges that are too close to one another, so am wondering why are the two large faces slightly discoloured (not sure if this is what is called pinching), I tried the conform (under the mesh menu) and reverse (under the mesh display menu) commands, the issue remains. What…
This is a tricky matter. I can bring the 3ds Max experience. In Max you got two geometry types for polygonal modeling: Editable Mesh and Editable Poly Editable Mesh is the simplest and fastest type as it has a simpler database to keep connections between elements. They are: * Vertexes are uniquely defined by a position in…
There is no discussion here. Only an inconsistency in terminology and functionality betweem separate applications that you seem unable to comprehend. In the context of games and any other realtime application...triangles are what count, and what is counted. I just so happens that a triangle falls under the definition of a…
There seems to be no way to move faces along the face normal in ZBrush (A simple alt + S in blender. This is essential because when I extrude something, how do I change the extrusion depth without scaling/moving along normals. And yes the face move tool has move along normals. But when I have polygroup on, it moves all the…
Hey all! so I'm making a set of mod tools for a couple of video games as the tools are either non existent or outdated and no longer work on modern systems. I'm starting off with a simple converter for the game's model files that will convert them to Wavefront OBJ and then back again. These are proprietary file formats…