Sounds quite interesting... what do you have? I'm using Fuse for a cyber-punk game i'm working on it, using Mudbox to edit the base mesh. i have heard from support they have a new release coming up at the end of May with more capabilities around mesh editing... curious to see. Hopefully we also get more non-standard…
With the ability to remove characters from games I can see how this can really change how some can create characters very quickly if they chose to go that route. It would take time to rip them out though, just saying. That is pretty awesome editing otherwise though, wonder if you can edit more than just the body parts,…
When you have issues like that it's usually cage problems. It should be as tight as possible. I've found that editing cages in XN can be quite tedious sometimes, especially with more complex models. That's why I create my cage in Maya (much easier to edit) and then import that into XN. Thing is that if you bake an exploded…
By "errors" I mean inconstancies within the game and plain shoddy work on Valve's part. Things like all the Revolver unlocks for the Spy having incomplete reload animations, and some weapons like the Loch-and-Load and Warriors Spirit having severe clipping issues. Most of the edits will boil down to animation tweaks to fix…
Max 4 is archaic. If they are using that toolset, then they are in for some pretty slow art production. This is a very bad move. Seriously, it will cost them 3 times the man hours in lost art production time than it would be for the coders to change the tools pipeline. Look for Edit Poly enhancement plug-ins. Edit Poly was…
Out of interest, while 3dsmax has W-information editable and available on models (UVW editor - you can move things forward/back through W-space as well as the regular UV), Maya only allows editing of UV coordinates, indeed it doesn't even seem to have a concept of W-depth for UVs. I guess you can't do this sort of stuff in…
You can use "Ultimate Unwrap" to load your model as an obj file, turn the 3d view to be always on top and load your textures. It will auto update your textures when you edit and save them in yout painting programm. For this you can use the demo, if you want to edit the UVs of your model and save a new obj you have to buy…
Ahh yes. Eric showed me UV Paint in the big max script/plugins thread. Damn nice for doing architectural stuff. It has it's downfalls though. You have to convert the object to editable mesh (iew) and then unweld all of the UVs (major iew). After that, it's cake. Then you have to reweld the UVs and convert back to editable…
Are you a web designer? No? Then why are you designing a website? I experienced the same. My professors would tell me to get a domain and a design a website, industry vets would tell me to just use Artstation. If someone looks at your designed website and it looks like crap it ends there. There is no look at your art.…
That's a charming, but inaccurate workflow, I can see the appeal in it. You'll be trading large changes in shape/volume to solve a few pinching areas if you're using low poly cages. I know you didn't ask for this feedback, but practicing the fundamentals of subdivision modeling is much better in the long run than…