Or How to get proper Zbrush displacement from Mari udim texture workflow. This seems (har har) to be a persistent problem for a good while now, and after pulling my hair out troubleshooting and testing online solutions for my own project for the last couple days, I was able to figure out what was happening: zbrush will…
This is just a rant. I'm speaking from the fan & gamer's point of view, not as a dev. It slightly leans towards PC games. Remember back when Super Nintendo was in its prime? When you bought a game, you'd bring it home, plug it in, turn on your console and BAM! Playing the game in less than 30 seconds with no problems. It…
it's quite common, in it's simplest form it could something like this.... where the box (low poly) is using the cylinder and geosphere as render targets (hi poly). In the tutorial above it's sub parts like feet, legs and head etc they don't really overlap much which one presumes it's done that way to make them more…
ThanK you, @pior Right, will avoid quoting entire messages... What I am aiming at, the actual target, is pretty much stick figures just as you guessed. It does make sense I make wrong prior assumptions that only complicate and hinder the path to a solution. I will try again using seperate curves. For some reason when I…
Thanks for joining us LHurtado. And welcome to polycount. Watch your step, lots of little ones. now we're talkin. prior to 2001, everyone knew that bin laden was opposed to military presence in muslim lands. every attack linked to bin laden has been against the US military. 1997 CNN interview. [ QUOTE ] REPORTER: Mr. Bin…
It depends. Best way to be sure is to prototype it, using your target hardware. You could fairly quickly create a mock-up with “programmer art” (in other words not visually refined) that nevertheless uses the same complexity. Then try it both ways, and see which has better performance.
For those of you who might find this via search I got some help on this and here's the script I ended up with. import maya.cmds as cm driver = cm.ls(sl=True,fl=1,tl=1) selectedObjects = cm.ls(sl=True,fl=1) selectedObjects.remove(driver[0]) for object in selectedObjects: cm.select(driver,object)…
Building modules from a set amount of parts means their UVs are mapped to same pixels, maximizing the use of the texture - same as with mapping UVs of several parts to trims. As poopie wrote, it's fine to combine unique and tiling elements into one texture. Approach depends on the specific kit. What matters in the end is…
Hello everyone, Today I want to introduce you a new feature of my Importer Hub for CRYENGINE tool along with the 0.5 update which allow you to make a complete seamless workflow between the new Quixel Suite DDO and the CRYENGINE mainly useful for preview you work directly in the engine. First, keep in mind that this feature…
Team name: Fun Spike Games Team TippleTop Project name: TippleTop Brief description: TippleTop is a family friendly, transparent game development project with the goal building a fun community for Fun spike Games, seeing a good portion of the proceeds going towards the childrens charity, the DreamHappy Foundation and…