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i'se newly enamored of the crystal shader, ior fun stuff
mebbe can do like a funhouse mirror effect?
copy and paste ... if what I think you're asking is right
select your object go into the 'wrench room' select it and copy
exit
select the new object you want and go into the 'wrench room' and uselect any that may be selected and paste
repeat as necessary
In the past I have selected them all and exported as an OBJ then reimported the OBJ. I forget which options I select, but if you pick the right ones it will put them all into a single OBJ that you can edit all together when you import it back to Carrara.
Thanks!
when i select polys and click unfold, it doesnt do just the poys i selected, it does the whole mesh ??
To unwrap just a part you need to select it and choose projection type, than click apply. That's it.
thank you so much!!
you inspire me not to give up on carrara uvmapping
My pleasure!
if i dont bridge the walla together will prolly be light seepage.
if i do bridge the walls, will lose uvmapping.
Generally it'll map the whole mesh. One thing you can do is hide the bits you don't want to map, but that "creates stretch" marks between the old mesh and the new. So the next option is to Detach Polys, which splits a new mesh from your selection.. But that also can create gaps in your model if you use smoothing. Always it's a compromise!
after a detach polys haz ta unselect it all then reselect the detached polys
thinkin, whats a reasonable poly count vs size
so if a ceiling is 30x30 ft, 1ft polys?
for a floor, cloth sims need verts to collide against, so, more polys for a floor?
never checked if cloth sims collide against replicated surfaces, like floor tiles
oh woww, the fenric duplicate tree is frikkin awesome!!!
I think for collisions, more polys are better, but I couldn't really say how many. For a general scene, the minimum number of polys you can get away with on a ceiling is . . . . . 1.
prolly no one would drop a cloth sim on a ceiling
clothsims collide against the infinite plane
i dont understand. i read the softbody sim needed vertices to collide against. puzzling
made rombas shaped rivvets
fractal noise doesnt seem to work as a bump map
adding a cork and juice prop for the skooma bottle
thinkin make it 3 separate props and then group them. wouldnt rig such a thing?
and move the group hot point so bottle could tip over
gahh juice not a perfect fit against the inner bottle.might h give up on all quads for this
back to the spanner room
set it to render subd lvl 3
how to pour it ? metaballs?
.
Thanks Selina. screenshot looks good.
thnk i remember now, it was the softbody that had to be a vertex obj with lots of verts for collision,
wush i could drag to add my prefabbed vertex stuff like quad circle to the spanner room straight from my browser tray
i'se supposed to elevate my feets higher than my heart.
makes sitting at my computer awkward.
sitting sideways dont feel good for my spine
eeks good golly miss molly
i dont know anybody named molly. who is molly
Misty,
Someone made a chair with you in mind. http://vitalityweb.com/backstore/Human-Touch-Perfect-Chair-PC-Laptop-Computer-Table.htm Doesn't look comfortable!
if i parked my tukkis in that would never get up again
could use a stella capsule in family size units, 4 bedrooms, 2 bath, dining room. garage shuttle bay
huhh, i just noticed Delphinia comes with mp4 and pdf tutorials.
ahhh spring
https://www.daz3d.com/carraracters-delphinia
4 SD/HD Video Tutorials Totaling 23 Minutes (1280x720 and 640x320)
734 Word PDF Outlining Concepts Used
sigh
need cake to free my mind and think creatively
thinking champagn glass next
dont need thickness in the stem
question to investigate, will add thickness to selected verts or will it do the whole glass, in which case i should do stem separate
hmm separate stem be better could use it as base to start different shape martini glasses