A buddy of mine works at Wild Tangent and he pointed me to this posting. I'm happy where I'm at so I decided to share =) http://tbe.taleo.net/NA2/ats/careers/requisition.jsp;jsessionid=8945A94939F33B377D060B1FCBB35A5F?org=WILDTANGENT&cws=1&rid=35
Where I could composite vector shapes with feathered edges and bitmap fill of albedo textures , then easily replace the fill with normal map or spec for export . Doing pixel grid snap , no sub-pixel blurring. And a spline/brush based scattering those bitmap filled shapes or deforming alternating stripes along the spline.…
What format are you exporting meshes in? And have you looked at those export settings? I tend to always export with OBJ, just because there are far fewer variables in the exporter. And these are the settings I use.
[ QUOTE ] Get the format specs and write your own exporter. It isn't that hard as long as the specs aren't as Microsoft Visual C++ specific (IOW, if you're using anything else you are SOL) as the Unreal ones. [/ QUOTE ] Hmmm yeah, that's a great idea, but if I was capable of doing that, I would already done so and I would…
Hey guys, So this feels like a pretty newbie question, but oddly enough I can't find any solid examples of what I'm thinking. So I'm trying to create a customizable character to go into the UDK. I've got the model all finished and textured and separated into the parts I want to be interchangeable in Maya-- that's the easy…
HI guys. I'm having a really hard time exporting my pieces from Zbrush to Maya. I finished my high-res model on zbrush, and I used the uv Master in most of the pieces. For the ones which the auto mapping wasn't good enough, I would Uv manually on Maya. So I used GOz -> Visible (when using All, for some reason, many peices…
I believe I fixed the scale issue. If I export a simple box, it only works If I export the bone with it. Now whenever I export my wrist item alone It shows up on the ground and doesnt move. If I export the geometry together with the wrist_L bone it moves with the animation but its offset above as shown on the image. Edit:…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
I've done a bit more experimenting. I've tried getting my entire high poly model from Fusion exported out with the help of Plasticity, but the final export has completely changed in scale. :-\ I did import an OBJ version from Fusion first, which I think is the right scale, but there's no Near/Far Plane Clipping option in…
Ok, found a workaround: Duplicate mesh low poly mesh > export it. apply push deform to duplicated mesh> export it as cage. This is is not %100 non destructive, but the LP is duplicated so you'll still have the LP that hasn't had the push modifier. Any changes to the LP means it would have be be duplicated and exported…