but how? I'm currently redoing my low poly for this and I intended to make some noises in Substance Designer and put them on low poly without baking any information from high poly. Is it possible or will I get errors like because there is no information from high poly? Should I bake from high poly even if my model is like…
Nothing really gruesome on my part. Put one of these right through my foot when i was about 5, dad let me do some gardening :thumbup: Broke my wrist pretty badly when i was about 11 which wasn't fun. And my ankle now looks like this thanks to a bad tackle playing football in like 2005 If i never break a bone again i'll be…
Really nice robot :) I don't know why but he reminds me Clatrop from Borderland. Maybe I just sense his crazy junky character :D In any case have a look on this robot hand (Shadow Project), it has realy nice looking fingers :) http://upload.wikimedia.org/wikipedia/commons/c/c5/Shadow_Hand_Bulb_large.jpg…
Youtube doesn't work like that, first it's not 0,5 cent by view it's like 0,02cent or even less I think it doesn't even work by view but by a package of view. Also they need to contact you and from the point they contact you YOU'LL receive money, those before doesn't count. That's because what gave them money is a huge…
I agree. I used cloth syflex for my models but it just didn't provide the amount of details I needed at that time(it was 2005 I think). I still think sculpting cloth is needed and also even if it takes more time it removes an app from the pipeline. I don't know about you guys but I like sculpting cloth mainly because I…
*sigh* Voted for it with my collegue. Seems like this was introduced by the newer bevel algorithm of Maya 2016, as it is reproduced in Maya 2016 without Extension 2. The old algorithm, forced with the following command, behaves correctly: polyBevel -com 1 -fraction 0.5 -offsetAsFraction 1 -autoFit 1 -segments 1 -worldSpace…
It looks like the Inset tool is making it WAY TOO inserted. If you are completely sure the vertices are welded together, the size of your mesh may have something to do with. You can either resize it or change the values of the Inset tool manually. When you hit Inset, try setting the value to something like .001. Then, work…
Well there has been a reported polycount of 1 million for the cars in forza, but I have read different things, but they are definitely over 100k. Quote: "let’s just throw some numbers out there. All of Forza 4′s cars have a polygon count of over 1 million, a huge leap of Forza 3′s 400 000 polygon count."…
1 unreal unit = 1 centimeter in maya for the grid, it would really be your preference, i have it at length/width at 1024.00 units grid lines at 16.00 units, but it really depends on how big/small your assets are and what grid options you're using in UDK. check this too http://www.kylerives.com/wordpress/?p=105 as for…