thanks Eric Chadwick and SpeCter, I try mudbox it is perfect after sculpt the vertice still stick at the place it belong, just dont know why zbrush can't I have tried morph target. it is wierd bcoz i sculpt my character forehead, but outside forehed vertices all difference after i import to 3ds max again.
My husband uses the aforementioned pool noodles and a vertical mouse. He swears by both. (He had been using a trackball but it started to bother him.) I've used the vertical mouse on his system a few times, though not for 3d. It's really strange to hold on to at first, but I could see using it regularly and there's nothing…
Hey cool layout Peris! Will have to try this out. @Wheel, here's a Photoshop Action I uploaded awhile back. Xnormal's Photoshop filter is hella faster, but it requires a layer with aliased transparency, and I don't like the streaks. Keen, are you saying a vertical-only tile uses less draw calls than a vertical+horizontal…
Well like you said only other way i know would be to use array. Select the outside vertices. Get out of subobject mode without deselecting anything. Use array. Attach all the objects. Now go back into vertex mode and all the vertices should still be selected. Weld. If thats what you were doing with the array , then nm
Hey guys After modelling for a while I really find the need for a shortcut that bridges edges and connects vertices. Basically I use space to create an edge between two vertices and wanted to have the same key bridge two edges, Is this possible or is there any other solutions to this? I know It might be basic but I…
Whenever I select a group vertices to snap using vertex snap, it only snaps according to the center of that selection rather than the vertices themselves. So for example if i select 2 different verts, the pivot is that the center of that distance. And the snap only works on the pivot selection and not the verts themselves.…
The brick texture is great when it comes to the execution of it, but what really bugs me are the big seams: Vertically, there are two big lines. I feel like the bricks there should overlap more, so you get rid of those vertical lines. (unless that's what you're going for...just sort of bugs me is all)
There's no automatic way of doing it that's for sure. You can just unwrap each element as a separate UV island. Other way is to use an intersection boolean operation and delete the non outside visible faces. Then you merge the generated vertices. The bad side of this kind of operation, is that it generates a lot of garbage…
Almost all your models are vertical, yet the homepage uses horizontal thumbnails. Why? Using vertical thumbs would make them much more informative. Also, your site is very very grey. Everything is grey, except the wireframe - which is precisely the one thing I'd advise to keep black or grey.