Thanks guys ,i love seeing everyone progress. UPDATED THIS. probably this, made a whole thing was too much fun trying to figure it all out. Working with the story since "rick", dislikes pirates it was not deliberate it just happen and that was cool. time to get to some 3d. Let me know if it is too busy, i tried to make it…
God this entire thread brings back so many memories. Pretty much every game listed is fantastic. NOLF, Oni, Giants, Shogo was pretty cool. If you can find a copy of Grim Fandango give that a twirl (tim shaeffer at his best), then there was my life sucker Diablo 2 (which still has a pretty decent online community after all…
I like that one ^^ - it's something i do often in maya but the projection modifier didnt work properly last time i tried in max (probalby 2015 tbh) the question i can't stop myself asking is why you'd do this to a pan other than as an exercise. Straightening circular things out makes sense when you simply can't fit the…
Yeah, a screenshot of the UI or preferentially a video would help to understand what's happening and what's unacceptable performance for you. Here for example I'm on a scene with 2m tris and take barely a second to switch to edit mode on a 700k object on my old computer - and I'm okay with that -, while it can take over 3s…
Hey everyone, After watching the awesome video blog by Tim Simpson, I wanted to start applying the advice he gave. This includes documenting my workflow. I was quite resistant to this idea at first, being quite protective of my work until it’s finished. So this is quite scary, but good scary. Hopefully myself and others…
Been a while! went on a couple vacations/trips and now I'm back, it certainly put a dent in my momentum though. But here's what my retopo looks like currently. Its sitting at around 15,500 tris. I'd love some help on optimizing it, I'm sure I have some loops I can remove or silhouettes I could improve on.…
Ionic column, you mean! It certainly is beautiful! Helpful, too. I always look at intricate models like that in bafflement. But seeing how you did it shed a whole lot of light onto the process for me. Thanks! Anyway, here is a skull prop I made for a Tim-Burton style game project I'm working on right now at school called…
sooooo I managed to "fix" my problems with the batch bake artifacting. In this particular case I combined my mesh with a Uv'ed primative cube. Exported them out and just imported them back into maya. magic! it worked. Which is strange because I feel like I already tried this method. But the solution seems to make sense…