Got it down to 1 millisecond! In the first pass above I was thinking how to optimize the loop, but then I wanted to get rid of the loop. Thanks for being open to suggestions. If you ever have MaxScript questions you can message me. rollout VertexAlign "Vertex Align" width:136 height:160 --Code by Francois Stelluti -…
For those that use Maya, here's a script I wrote a while back that does the same thing: //name: QuadConnect//by: PolyhertzstartQuadConnect;global proc startQuadConnect (){global string $curObj[], $vrts2Tweak[];string $origList[];$origList = `ls -sl -fl`;$edjList = `filterExpand -ex 1 -sm 32`;polySplitRing -stp 2 -div…
Looking for additional character modelers to work alongside existing designers who can style match the examples. As well as individuals well versed in editing existing models. Currently, we operate in Blender and use the Unity engine. Our motion capture is done via Xsens. Familiarity with Blender required and Unity is…
Figured I'd start one of these threads since I'm trying to get more proficient with ZBrush now that I actually own a copy of it. The program makes me want to bash my head against a wall, but maybe Ill get over it with enough practice. So first up, I thought Id try something simple Say Mokona from Rayearth. So I figured…
thanks for the feedback so far guys! @ElementsOfIceAndFire thanks :) . concerning the order, I might agree more with Joopson mainly because it better shows what i'm capable of compared to my other work. also checked out your indie game's trailer and the art is looking stunning :D . Hope you get green-lit! @Joopson glad to…
Another update to this project incoming! Since the last post I've focused mainly on getting the cobblestone road look less tiled, including a mix of vertex painting and splitting up the piece into different material sets. Aside from that I have worked on the main arch house kit, tweaking material stuff and adding another…
Hey! I don't know too much about fighting games, however during my search, I stumbled upon this guy Sodom and super liked his look: image source: https://capcom.fandom.com/wiki/Sodom Not sure yet about exact technique, leaning more towards low-spec, perhaps just hand painted. Target engine: Unity? Rigged and posed. As a…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Generally, you should subdivide your low poly to the intended or target sub-d level for the final renders. So if you intend to use level 7, bake with that. When you preview it with other sub-d levels it will be slightly incorrect, but it should be optimal for the final use case. This applies to other baked maps like…