Unique bake attempt. 3d App: MayaLT 2016. Baking: Knald Texturing: Photoshop CS4 Retop: 3d-Coat Wips will be in Marmoset. Concept by John Lane. -Any feedback is appreciated as I push through this. (ongoing) -Thoughts on setting base textures -Approaches on creating wear layers with convexity map -Probably need some…
Definitely a Minecraft one. Everyone gets eleventyfour pixels to texture a cube, winners 1/2/3 get a PC+Maya+shirtswag / MayaLT+shirtswag / shirtswag. I have insider information about this. In all seriousness, my bet is on Ubisoft Massive. Massive Entertainment has been owned by both Ubisoft and Activision, makers of…
I used to pirate games a fair bit until Steam sales came along (CURSE THEM!) and I started earning money. I also started training to be a games artist which helped curb my habit. With the Humble Bundle and other sales on all the time I've hardly pirated any game (if any). It used to be my way of trying certain games and…
I'd tick the "test both sides" option in normal maps, since it looks like your highpoly is intersecting with the lowpoly, so it cannot project properly where the highpoly is smaller than the lowpoly (because it is inside the lowpoly); ticking the "test both sides" options should test inside too. You can also change the…
There is an option in insert edgeloop tool for this, It's called equal distance from edge. https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2018/ENU/MayaLT-Modeling/files/GUID-226AECD6-F2C0-48D7-BE16-39E52EE7F075-htm.html#GUID-226AECD6-F2C0-48D7-BE16-39E52EE7F075 Multicut absoultely…
I am trying to model assets in MayaLT for use in Unity. Almost without fail I get splotchy shadows on some polygons. Sometimes along a seam, sometimes not. Here is my workflow... - Create a high-poly detailed model in Maya - Convert the smooth mesh preview to polygons - Create UV seams on the hard edges and wherever else I…
Hey guys, I am working on developing some assets for a game I hope to produce here after I have all the assets done. A little "cart before the horse", i know, but Ive got a full game design doc so I know exactly what pieces I am going to need. A head start at this point is just that. Anyhow, Here was my little notebook…
I've got to be honest, I'm not in the least bit interested in trying it out with a subscription fee that high. Not when i can use Unreal for free (the royalty fee doesn't bother me). The fact that MayaLT is tied into the subscription is actually a big turn-off for me too. I don't use Maya and likely never will, so that's a…
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I think that is exactly the issue. As a matter of fact I doubt that any small/independent studio is using Modo Indie at all ; and even for an individual freelancer it wouldn't make much sense to use it, because of the limitations and the fact that (if I understand correctly) the file format is not compatible with regular…