Whenever I have a somewhat-symmetrical mesh, I either make my non-symmetrical changes at the end (convert to poly, edit on the half I want), or I keep two sets of meshes going; symmetrical parts and non-symmetrical parts. Another thing you could try would be instancing small parts and transforming them locally wherever you…
A node based editor for photoshop would rock.. bam, plug in a levels node into the mask, plop a sharpen into the whole layer.. all non-destructively.. ahh, one can dream :)
Haha thanks guys! I have the portrait on hiatus while I work on the garments etc for the rest of the character. Ultimately I'm gonna try to get this into unreal for the final renders. Fingers crossed I can get that done sooner rather than later.
TLDR: Any way in Maya (or, if not, Max) to have some kind of volumes modifying mesh components, so that I could replace the mesh later if needed with another very similar one, yet have these volume changes instantly applied? --- Full story: The status quo: The general workflow is that the client sends his highpolies with…
AlexandrL Thanks ,its exactly what I asked about because I often can't make it work at all or even export from Designer. Only something very basic . Any custom node, pixel or value processor and its almost zero chance . For your case it just follows basic logic : zero in no, one is yes. The rest is UI decoration.
I think you should consider trying to categorize your portfolio a bit better. Consider placing all characters next to each other, same for all weapons instead of the (chronological?) jumble you currently have. I think this would make your portfolio appear a lot more organized and orderly. On that note you need to more…
[img]Http://www.curtad.com/poly/drood3.jpg[/img] I normally just leave my busts in waywo but felt I went a bit further with this one. Everything done in mudbox starting from the base head. The new create uv feature is nice, which allowed me to bake off a clean ao map to help give the texture more punch. The default…
The very interesting part is that games like Doom, Dark Forces and Duke Nukem (all good representative of the non-linear fps genre) were all designed as 2D blueprints, seen from top down. This is how their engine worked, how their editor worked, and in great part how the games played too. If you bring up the Doom map while…
illumisanic I wonder if this plugin allows to paint textures with per pixel precision ? I.e. paint a one pixel wide lines or shift decal detail exactly 1pix left/right? including on non-square textures?