One thing that immediatly hit me when looking at your first scene is a certain inconsistency in material usage. While the outer walls of the cathedral are made from big rough stones the style of the door-arc is much more refined, intact. I don't know how to express this: Your outer walls scream: medieval gothic cathedral…
played again yesterday, and why i think it looks pretty good (props to all the polycounters) it feels like an enemy territory mod for battlefield. I definatly don't dig the asymetrical play. and so far none of the classes i've tried really seem to be memorable. I'll give it a few more trys when i get to play wiht more live…
Your link to Artstation doesn't work. I get "404 page not found." One master material? Sounds very impressive, and a smart way of doing it, instead of giving each type it's own separate material. That would make for a lot of materials haha. =) I can understand why the center of the room, the rug, was so difficult. There…
It's just a general concept. The rear will be lightened up. Think of the lion's face being one thin piece of metal with perhaps a border for strength made out of brass. I've looked at a lot of helmets for archers as well as the ones in Medieval warfare and none that I can see have face plates, they also would hinder sight.…
Thanks! I do want to add more stylized pieces that don't have the issues of the older works. Also all the stylized pieces are interpretations vs the realistic ones where I tried to be as accurate as possible, and my professional work has been in realism as well, so it makes sense how my career in the industry is shaping…
it has taken me so long to get the perspective right on this, there are some slight differences, especially on the stairs but those I'm fine without, I cant wait to start modelling i tried real hard to get the perspective right so i even made perspective image guidelines in photoshop. -
Good to hear! I would leverage vertex color masking, since you can pump a lot of vertices through a VR pipe so it's easy to get nice resolution there. Reusing textures at different tiling values is good for optimal VRAM, but you're probably fine adding more textures. What does your memory load look like?
Try this import maya.cmds as cmds
import maya.mel as mel #Get all the transform nodes that have hg in it's name
geo_list = cmds.ls('*hg*',type='transform') #run through all the geometry
for geo in geo_list: #Ch=0 so that the soft edge won't end up in history cmds.polySoftEdge(geo,a=180,ch=0) #Get shapes to assign material…