So I just noticed in the Unwrap window in 3dsmax that you can manually type in values for U, V and W. The first two make obvious sense. The W one though boggles my mind. I can't figure out why is it there. Tried typing in all sorts of numbers, doesn't do shit. Anyone has any idea? Or is it just there to mess with my mind?
hello. anyone ever had this problem w/photoshop CS4? everyt now and then....my pressure options don't work w/the tablet. works just fine in painter. here's an example: notice the two strokes that just all of the sudden act like no pressure settings are turned on:
So, I understand how UVW mapping works and how the U and V axis relate to the X and Y axis and whatnot, but...what IS the W axis? Is there any cool stuff we can do by messing around with it? I assume it comes into play with '3d textures' (don't know if this is an actual term) like cubemaps. Anyway, just curious about what…
Ive recently tried using the morph target brush w/ z brush on the low poly when I subdivide it to avoid loosing the form i worked so hard on. but I noticed when I go up subdivisions again it happens all over. Is there a way around this? any help is apreciated! thanks!
Hey guys, im new to polycount and relatively new to 3d modelling. This is a USP .40 S&W, designed for the half life 2 engine. Base mesh is now undergoing optimization :D
Ok, I'm trying to create a sprite smoke w/ the SuperSpary particle system. I have the image in the diffuse and the opacity slots, but the particle faces just show up white. Is there a way to attach the smoke image onto a particle face?
ola!!! fritz presents his 1,520 question of the day!!!! can someone tell me why the viewport is displaying my object w/normal test so dark? and the render comes out normal(no pun intended? this is just a texture test...so no jokes please. haha. cheers
I made this S&W a few years ago: It's ok for a mid-low poly model (about 18k tris), but no good for sub-d and high poly. I'm going through the process of making it so Here's a look at the Cylinder: Old: New: Turbosmooth: Any Suggestions and tips welcome
Ive tryed exporting w/ and without GOZ, its all welden with no holes, and the result is the same, when I try and export into zbrush I get awkward extra geo between her legs. Cant have that extra geo...Im stumped again. Any help is greatly apreciated!
were kick starting our dev process and looking for ny interested animators and modelers to help us out, right now we have a space marine model thats in dire need of animation, we have the rig all set to go, check it out and mail [email protected] if your interested.