@poopipe Hmm strange that it didn't work for me. I tried to change the source obj to become the Box_CorrectUV and destination to Box_001 still doesn't work. Though if I have manually add a Unwrap_UVW before running the addModifierWithLocalData script, looks like it works but if the Unwrap_UVW was added using the same…
If you are going to have a successful bake on this object, consider the following * Do not create the cage until you have verified the 2 steps below has been take. * The low poly UVs must be split where polygons meet at a 90 degree angle. I noticed your low poly pants have a boarder with no bevel. Be sure to seperate that…
That dense cloud is waay too sparse. What does your result after align photos look like? My guess is your photos are not good enough and photoscan is having a hard time matching points. Also, make sure you are deleting all inaccurate or unneccesary points at each step in the process. I would suggest you bake your final…
nope, I'd say that 80% of the albeit wonderful character work that gets done end up in a t-pose. then 98% don't get rigged, the 2% that do are just rigged so that they can be put in some sort of pose instead of the t-pose (if its not done by just moving groups of vertexes that is). anyhow, I'm gonna say that the rigs…
Get a concept. I suck dog balls at design, I know it. Take a look at some top modellers and folks in the industry. Certainly there is nothing wrong with picking a bad ass concept from a bad ass concept artist and doing it. If you want to be a modeller and choose some concept that you designed and the design sucks--then…
I jumped from Maya to Blender when 2.5 released. I haven't used it for any big finished game projects but I have used it for some industrial design animation work (though its under NDA for while.) I really have been loving the developments in Blender. I complained about a lack of custom vertex normals and we are finally…
That's a hell of a first try, and looks quite nice. One thing to watch out for is the angle of view that you'll be seeing things at. For the tree, we're seeing the polys at the edge at an extreme angle, and your poly planes are becoming a little obvious. Sometimes just intersecting a few at a different angle can help to…
It's a necessary evil (I have a third similar pattern, and it too lines up as long as the faces do). Align edge might take care of some of it automatically, but for most meshes you'll have to get your hands a bit dirty if you want good results (not to mention time spent making sure the faces are nice and evenly spaced to…
I took a look at your low poly and there are some major issues. Did you export the FBX with smoothing groups? Because the file I loaded had none. On top of that you have a ton of edges that converge to a single vertex. For baking purposes this can cause major issues when baking. Without smoothing groups I can't really help…
I've got [ame="https://www.amazon.com/ZBrush-Character-Creation-Advanced-Sculpting/dp/0470572574/ref=sr_1_1?ie=UTF8&qid=1324197683&sr=8-1 and it\'s pretty good. A very general overview of zbrush and basic sculpting / rendering stuff. There\'s also the vertex book which I believe has some zbrush bits in it.…