Hey all! Fast update. Decided I'd give upping the body resolution a try today, just to see if it would work out. After fiddling around a bit, I subdivided the model in Maya once (using creases where necessary) and got a pretty satisfactory result! It needed some elbow grease afterwards, mostly fixing some reluctant topo…
We use this to determine the actual floor position of the setup as this does not show out of the other bones except you define it purely by definition to be x-units below your what-ever-root-like-hip-or-something There exist games where the root is actually the height of the pivot and not on the floor (I think Metal Gear…
@iam717 : this is unrelated. @sbstndc : unlike any other type of texture, the colors in a tangent space normal map depend completely on the orientation of the UVs. Make the following test now : take all your UVs, rotate them by any amount of degrees, and bake again. All the colors (except the default blue) will be…
You may want to try another reseller. I just found a student to commercial upgrade online for $1300 for Maya 2013. http://www.novedge.com/products/3743?AFTK=FRGL&gclid=CIXK7vba168CFUFo4Aoda33_CQ This listing is an exception. Most resellers have this, but don't put it on the site. Best to contact another reseller.
Hahaha - same!... with the exception .. that I am an animator - or hope to be! I just got it now... I have thrown 10 bucks after less, though, so it's no harm. *breaking my tradition of using trials and student versions forever* edit: welp the end-of-sale times sure are generous
Have you considered adding rocks beneath, and mimicking water turbulence flowing around them? I'm unfamiliar with UDK but some form of animated overlays could accomplish this. It seems peaceful, like the water should be more still (like a mirror) with exception to some pockets of undercurrent. Beautiful piece.
She's lacking in the pelvis area (too short), and torso is over sized compared to concept and the overall shape (top heavy). (I went a little bit too far on the hips and narrow figure here but you get the idea) Except those two flaws it looks pretty fine to me :)
All great advice, except for this one little bit. You should never delete polygons for a bake, as this will bend the vertex normals along the edges of the new hole, which will screw up the baked normal map. Moving them out of the 0-1 UV space is the way to go instead.
Did you put your settings in to a preset? Vray tends to default back to default if rendersettings are non preset,i had it a few times,dunno why it does that.seems vray doesnt store the rendersettings in a scenenode,when it gathers data prior to render,except when presets are made
beautiful artwork - many games which I would love to romp through in "easy mode" just to see the art. But gameplay wise I haven't come across anything that really excites me... except maybe Skyrim VR - if there's a game ("world") made for VR then it's this. But it needs a PC version.