Mistry's Texture Workflow w/Video Hey guys, this is a 45min presentation that i did in class a few weeks ago. I talk about my Texture workflow, tools, process and stuff like that. I'm sure everyone who watches it will learn or find something new and cool. I also talk about enhancing renders specifically my WW2 set…
@GeeDave unfortunately it only takes 2 for a flame war. anyone who wants to argue there tool set at this point is throwing a match into the can of petrol weather that is there intention or not. i don't want any part of that business. been there done that. and i hope no one else does that. perna makes some good points and…
Quick example of the gun rig I’m currently working on. I also came across a great Maya tool for creating control rig curves by Perry Leijte https://peerke.gumroad.com/l/cuHte https://vimeo.com/1172146442?fl=pl&fe=sh.gifv
Yeah there's the sculpting tool and also another one that is part of the poly modelling toolset. In Maya it's called the Edit Mesh : Average Vertices tool. Yeah that's what I was thinking: manipulate the shading after you are happy with the geometry as such but perhaps still need to get rid of little visual glitches. I can…
Man this thread, at first autodesk was all like MAYA LT ITS COOL BRO! And then polycount was like: Every Maya centric project that I've worked on has relied on some form of mel script to prep a model for export. Scripting in Maya is one of the biggest reasons why someone would use Maya over any other 3d app. Maya without…
I have two texture tool ideas you might be interested in to offer up... I had already toyed around with these ideas a little (my computer sucks at home so i dabble with pixel art and retarded shit like this sometimes) 1. "Mat Lab" - a base material & swatch library creator The basic idea, shown above, is the tool would…
I think Dynamesh is dependent on size. To get a workable polycount range you just have to bring the model down to a useful size for zBrush. Im not sure how your scene/model is setup in zBrush, but if it is made up of separate subtools, combine them, then go to the deform menu (under tools) and hit unify. That will scale…
Yes, the main learning experience would be not to fall under the idea that third party plug-ins can solve a big portion of the code and you can rely half of your game on that. It usually ends in a time sink of patch fixes, updates, and dependencies hell. I think is better to try to code everything yourself and the only…
thomasp I am talking more about what may help artists, not replace them . Chat GPT already can make you blend files with geometry node setup after your description . It often connects the nodes not right but you still get an idea how it meant to work. Besides gazillion useful addons Chat made me this year. I am getting so…
It's two different approaches. You could sculpt on the smoothed version of a subdivision modeling mesh, but that's then locked at the highest subdivision you ended up using, and, like you noticed, that's quite high indeed in order to be able to sculpt freely and not run into problems (although you should still work from…