I really like the shaded version but of coarse it wouldn't work tiling. I think it'd totally benefit from DWalker's suggestion, just offset the image halfway vertically and manipulate the placement of the seams of the planks, avoid having them all along the same vertical line. Other then that I think you're getting a good…
Thanks for the reply, Do you mean rigging or skinning? I know you said rigging, but just wanted to make sure... I rigged the current character in t-pose, but I have tried adjusting the skin in other poses as well. Somehow it's just the shoulder area that's never right. Also, does the mirror vertice weights actually work? I…
Hello, You need to create an NGon before you create the new vertices ( so they can snap to the face ). Just select the border where you have your gap now and use the cap tool. Start the cut from one of the border vertices and create nice quads around the cylinder. Then delete the cylinder face. The snap settings are fine…
With that type of layout, pieces could tile vertically (wood and stone) or horizontally (wall and roof) a bit depending on how it's flipped. Vertically should be able to tile as long as it needs to, while horiztonal pieces would only be able to flip once unless the geo is split up like suggested (in that example the roof…
Slight necro of my own post but i figured it was better than making a new thread. Im having trouble importing Billy into Dota. For some reason the compiler insists that one or more of my vertices has zero skin weights. I have checked both my ground and flying model and i cant find any vertices with zero skin weights... has…
Polyhertz: If it would actually work in vertical mode, I'd go as far as to say I actually quite like the Ribbon. It doesn't however, despite promises - in fact, they've managed to make it worse, as it now basically only works minimised, otherwise resorting to gigantic thumbnails for sections that you need to hover over to…
Try this: select all the vertices, then merge the vertices to a distance of 0.0001. Watch your verts count to see if the number changes (will tell you if you had any sneaky ones hiding). If there were, your normals may look worse at this point. Don't worry. Pop back up to object level, and under normals use "set to face"…
It seams that you use Maya, so there is no really easiest way to pose your character. Just try to put a simple skeleton and skin it. Don't know if you are aware of this process but it could me more flexible than a vertices-by vertices posing. You have also the FullBody IK tool who allow you to make a quick Rig with all the…
Tea, I gotta say, the vert blending you're doing is pretty awesome. Really appreciate the breakdowns of the process too. Looking forward to where this is going for sure. Keep it up. Question though, with using the Z direction to project the texture blend does that remove the ability to apply it to a more vertical based…
Well in 3ds max you can activate a "preview" of all your modifiers on the right little menu (there is a button). What I think the previous poster means is that when you have this preview mode, you'll see your low-poly cage wires surround the turbosmoothed model. You can drag the vertices of the low-poly cage (probably…