Yea @pior I guess what I'm missing is the view-as-links mode from max. Anyway blender can do a few other cool tricks instead. * So I created a completely new rig, aligned to the bone rotation points of the imported one. I used the visually-correct imported rig as reference (but the axis-correct for re-exporting to the…
Ah ok. The highpoly in zBrush is the mesh with all the details so you dont need to do anything with it except send it to a disk. You make a copy of your highpoly in zBrush and decimate it so you can send it to Maya for retopology (look up retopology in Maya and you will find a youtube vid on it). Retopology is literally…
Heyy, I now have a new problem >< I was able to UV my pillar by following the tutorial. This is my pillar after doing the UVs : https://prnt.sc/k6moip But if i want to copy paste this pillar in different areas in my scene, some of the UV dont stay in place... Here is what happens : https://prnt.sc/k6mp30 And here is how it…
I did exactly as mentioned at the starting of the thread. But the normal map came out as if the entire low poly and high poly were baked together.Not in passes. Here is what i did: 1)Exported all high and low poly as .OBJ format in a directory with suffix "hi_xx" for high poly and "lo_xx" for the corresponding low poly.…
I edited the first post to show some new work. I hope that's ok. I don't think you can in the standard renderer implementation. But what might work I guess, is to do the thing where you take a copy of the model and push all vertices outward along the normals, at different distances depending on the thickness of the black…
It might be a learning process, like a study, but considering the time this kind of stuff takes, here its just a plain fucking waste of time. I mean the guy could just copy the helmet and the face and move on. To me that's this mentality of waste that feels weird. Study is good practice only if it helps you make your own…
This isn't only in the us, mind. Actually, how would that even work? If this were the case, they'd have to pay you royalties per copy they sold, and ask for your permission to reproduce it in promotional items like screenshots or box-art or whatever else they think of. Read your contract before you sign it, seriously. On…
https://www.youtube.com/watch?v=X7i8tsdNN2I Key Features: * Automatic Surface Alignment: Greeble parts automatically align to each face’s normal—no manual rotation required. * Instant Parenting: Each newly scattered part is parented to its target mesh, so moving or transforming the original object keeps all the detailing…
Hi i was wondering if anyone has experienced some uvw issues with copy,pasting and stitching. i have to do alot of textures which have similar modeled pieces which i need to map it pretty similar as well,like the steel beams on a bridge which need to be mapped the same. so sometimes i can map one piece and copy and paste…