Weird, not sure what I'm looking at with the left one. Is it divided right down the middle? So it's mirrored horizontally? On the mirrored section, offset it by 1 full UV coord. To re-iterate: UV Channel 1: single flat lightmap UV (no overlapping or mirroring etc.) UV Channel 2: any overlapping UV's, offset Export with:…
thanks =) no, im keeping them. I just did the shoulder armor over it so when I do the low poly I basically have three different arms. That way I can have more variations. Plan to do about 3-4 different guys from the same parts. So i can have 1 (elbow pad + pocket) 1 (elbow pad + shoulder armor) 1 (shoulder armor + pocket)…
You can do that example already using 3dsmax's Modifier Stack. The base object of the stack would be a simple mesh, your "layer 1", then you'd add an Edit Poly modifier as your "layer 2". In the Edit Poly modifier, you connect the edge rings to create the supporting edge loops. Now you can drop back down to the base…
First of all allow to extend a big thank you to everyone who had anything to do with the contest. It was a perfect excuse to get together and do some art. Yes the loose rules and big time frame were awesome. Tbh I hardly imagine myself taking part in a purely environment contest from now on :) Although having the time…
If you want bang for your buck, it wont be too easy to find a laptop with the same features for a less price then a dell machine. I know here in Australia you can't buy Dell machines in computer stores and I think its similar worldwide; you have to purchase them off the internet. For this reason when someone goes into a…
Hey all, I've finally been able to [make time to] convert my 3dsMax tools for UE4 to Maya! Now you can maximize your workflow! GREG'S TOOLS v1.0.0 (name pending) Install: Be sure to get the most recent versions of the script (Last Updated: 10/31/14) Install the tool into the /Documents/maya/scripts Load in the script…
1. reflection, use surface lighting type for translucency and it should get reflections from sphere reflection actor. 2. refraction should be 1 = no refraction and you go above or below to change refraction index. its scalar so you don't need a normal map, or you could use like blue channel or something. I also like to…
I do have that, and I'm working on getting my new site design finished right now. I only have 1 DVD done, but I do have a video going over it and showing the final results. The problem with this assumption is several things. 1.) Lots of game companies write their own engines, I dont know the percentage but believe me its a…
If you are going artwise and Isometrics, you should look in to warcraft 1 and 2, starcraft, C&C RedAlert1 and 2, C&C Tiberium Suns + Expension. Also observe the following online mmorpgs on the following website: http://us.91.com/ Others that are not on site are: Dragon Raja, Diablo 1. Also the non Isometric ones. FPS: Doom…
UDK standard material can be very easily recreated in Maya, just take a look at their UDN and CustomMaterial page, you will see they're using a basic Lambert term with a Phong additive for Specular. Transmission is also written there, which is a simple Lerp outside of your diffuse. Emissive generally speaking, is a simple…