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Posts posted by Carlosan
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may be the best option will be to think local symmetry as a new MODIFIER development
and to have MODIFIER STACKS
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The modifiers you apply to an object are stored in a stack. By navigating up and down the stack, you can change the effect of the modifier, or remove it from the object. Or you can choose to “collapse” the stack and make your changes permanent.
There are other general things to know about using modifiers:
You can apply an unlimited number of modifiers to an object or part of an object.
When you delete a modifier, all its changes to the object disappear.
You can move and copy modifiers to other objects using controls in the modifier stack display.
The order or sequence in which you add modifiers is important. Each modifier affects those that come after it. For instance, adding a Bend modifier before a Taper can give you distinctly different results than if you first added the Taper followed by the Bend. -
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in unity
test to invert Green (in NM)
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its ok. dw
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will you please share this project ?
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try first
fill voids
close invisible hulls
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are you using the version 4.1.02 ?
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split the model and auto retopo every part helps ?
*make a copy first
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Try to attach a model screen capture, so any possible helper can know the complexity.
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was a good 2D portfolio site
Some are migrating to Feng Zhu 's new opened site
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Whole object should be around 1-3 million polys before fine detailing.
Use Artman sharp preset for thin cut.
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No more CGHUB.
Sad day. Project CGHUB is officially closed.
The reason behind this extremely tough decision is personal and will remain private. It's absolutely not connected with business or any kind of technical difficulties.
On behalf of development team I would like to apologize to CGHUB users and fans for abrupt project closure and delay with its announcement.
If you have any kind of questions please send them to cghub@shakuro.com . Can't promise replies to everyone though.
CGHUB wasn't ideal, but we loved it SO MUCH! :*(
Team Shakurohttps://www.facebook.com/shakurocom?ref=stream&hc_location=timeline
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by wondrs:
For those who want to save some contacts or favorite images or at least favorite artists names, http://web.archive.org/
might come handy. Just search yournick.cghub.com -
will you please do same test using collada .dae export ?
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Once the block object at voxel mode is finished and you got the right proportions... usually we switch to sculpt mode.
There is 3 sculpt modes at 3DC
- Voxel mode - used for block modeling
- Sculpt mode - used to add details
- inside Sculpt mode there is optional tools (Live Clay Mode) - use to add very fine details
To switch to Sculpt mode, press the letter V in the layer... it change to S, and a new set of tools appear.
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googling i found some info
http://forums.epicgames.com/archive/index.php/t-965936.html
Ghostdance06-10-2013, 04:33 AMYes it is possible, There is a Material Function Called TwoSidedTexturing with separate inputs for side a and b...
But I would not advise using it as a way to avoid modeling the inside of the mouth, If that's what your thinking?
It would work well for other things. Like making a two sided flag for example.madaboutagmes06-12-2013, 12:02 PMYeah that is 2 sided mats, the same mat but on both sides. Duplicate the plane, and flip the normals, then assign the new texture to that plane. Attach planes and export. Then in UDK you should have 2 different mat tabs where you can assign a mat to each plane-----------------------------------------------------------------------------------http://blender.stackexchange.com/questions/1032/uv-mapping-plane-single-sideIt isn't possible to create a double sided UV map for a plane. The only thing you can do to get around it is duplicate the mesh and move it just behind the plane.
You can't texture both sides because of normals- a plane only has one normal on one side, and double sided normals are not possible. Blender is one of the few programs that chooses to render both sides of the normal. In another program, you would probably only be able to see one side in edit mode or a render.
Hope I helped
Alden-----------------------------------------------------------------------------------
http://blender.stackexchange.com/questions/1032/uv-mapping-plane-single-side
To the best of my knowledge, Blender does not have a built-in setting for one-sided UV mapping. However, you can trick Blender into thinking that your plane has two distinct sides, which you can then UV unwrap independently.
To do this, add a Solidify modifier, set the 'Thickness' value to 0, and hit 'Apply'. Now, when you go to UV unwrap, you will have two sides to map, one of which you can set to an image and leave the other blank by arranging them in the UV/Image Editor.
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glad you finally found your own workflow
Twitter discussion: What Andrew is currently doing.
in New Releases, Bugs Reports & Development Discussion
Posted
Andrew Shpagin @AndrewShpagin · 5h
Good progress on layers groups - blending support in groups done, interaction with PS done.
Andrew Shpagin @AndrewShpagin · 5h
Only rest thing - merge up/down, apply blending.