Guys relax, I didn't mean to insult your preference for maya's high quality rendering. What I meant to say is that it is easier to just import my models into Unreal or Marmoset, and have the normals appear in there, as opposed to Maya. For some reason, when I use high quality rendering, Maya will crash or sometimes the…
Muse Recruitment is currently looking for a Lead Environment Artist to join the Singapore Branch of an International Entertainment Group. Job Purpose: Oversees the development of run-time game environments by a team of Environment Artists. Partners closely with the Project Lead and Lead Artist to address all issues related…
Hello.. Mudbox is starting to get me down :( I keep getting these splits and overlaps around some vertexes as though there are overlapping vertexes with different attached faces... (see attached) Please help me, I'm about this give up, I can't find a solution :( I'm not having a lot of luck. I'm also trying to find a…
I'm using 3ds Max and I have "n" objects, each unwrapped on it's separate uv space. Now I need to rearrange the uvs so that all of them fit into one uv space. I must not attach the objects into one. While the unwrap modifier is on top of several objects features like rescale elements, pack uvs or relax won't work for all…
I have always been trying to find new methods but I never got the result I wanted. I am using 3ds max and I need to know what is a good way to model cliffs and terrain. For terrain I mean complicated terrains with rocky bridges and ledges much like in this picture: And cliffs that have very sharp edges but with an organic…
Hello! This will be keeping a sort of timeline/journal of my process. I'll try to give a look at my thoughts, but I'm not sure how frequently I'll remember to update. Completed: * Nov. 12, 2017: Decided to join the contest and began brainstorming needed audio Hopeful schedule: * Nov. 13 - 17: Scout locations, test sounds *…
Well, overall this topic is really quite complicated ... mostly because there is just so much partial (and sometimes straight up incorrect) information out there. Now in your particular case here the Maya shading (according to the default Maya shading calculation, which is *not* standard compared to other apps, as Maya…
It took some time for me to figure out how to make the flutes (dimple lines) in zbrush; what I did was take the slice curve brush, and made two slices for every flute. Then I hid everything else except for the lines (thin lines of geometry, left from the two curve slices), and moved them outwards. Finally, using the…
Yep, I agree that I was too ambitious with it since it's my very first real background (My other ones where just adding some leaves and branches to make the feeling of being inside a forest, nothing else xD). I love your rearrangement, it has more depth and imho it's more relaxing for the eye. I'll try to change it that…
Hey giles! I think your model looks great and I really dig the pose, soo good job! I think if I had to critique though it would be the UV shell for her face. Her UV shell for the most important part of the model has been compressed to about 10% of the shell while the rest has been so relaxed out it takes a larger portion…