But how is the license thing handeled? I was reading the EULA and it says both buyer and seller have to write Adobe that they want to transfer the license etc. (essentially because they have to allow resale of licences they make it so bloody diffictult that it is almost impossible).
Cheers for the ultra-quick reply. Yeah, I used melody to make the normal map. Maybe there's something in Maya's "transfer surface information" tool that can do it, but I'm pretty much a total noob to this, and I don't know how yet....
i also stuck at a jacket collar and haven't figured out yet, but i found this tutorial they use transfer attribute here take a look https://www.youtube.com/watch?v=VFAfqW0Zlqk, i haven't try it yet don't know if it work
@DeathstrokeFTWIt's pretty simple. Here is the material of holograms: This master of the material that is used for most objects: Models created in blender 2.8 using the weighted normal modifier. Then all transferred to the blender 2.79 where with the help DecalMachine plugin creates a basis for the texture.
Well, thats just the nature of polymodeling versus nurbs surfaces for perfect reflections. There are ways to transfer surface shading in sub-d from a proxy mesh, but I only know how to do it in Max and Blender, not Maya. Are you intending to subdivide?
and that will fix shading inside blender. But will it transfer to the game too? Since i get white there as well. I googled a bit,looks like some vertex painting messes that one up. Does blender has some "pelt unwrap" thing? :)
I think you did a great job sticking so close to the concept art. I would have liked to see that slender tail from the concept transfer over, but that is being picky. Very nice and stylized to boot. Good stuff.
You may want to play around with ProjectionShell setting, maybe it just can't capture all the detail. Or maybe you don't have enough polys, the system should be able to transfer any kind of details from one mesh to another.
Yeah, I am planning to do some more instructional vidoes and stuff soon, just need to get other things out of my way first : ) But yeah, the UDK masterclase should be easy to transfer to UE4, basics are all the same : )
This is coming along very nice, thanks for sharing. Mind going over some of your process and what your end goal for this project might be; Like are you going to transfer this down to a low poly mesh or just leave it high poly?