Waterbear, first off its always good to do this kinda of anatomy stuff so good for you! There are a few ambiguous area's that you are attempting to define, but come off muddled. One area I noticed off the bat was the area of the serratus anterior and how it interacts with the external oblique as well as how the latissimus…
katzeimsack: yeah the benefit of our game is it wasn't like a normal sports game where you actually play the sport and control characters. It was an interactive sports prediction game. Basically you watch the live even, the data / stats from that live event were sent to our servers where we interpreted that data to display…
I rechecked my cages (yes, i am using them) and made them bigger to be sure that it fits. Nothing got better. Oh and there is no AO yet, just a plain white with a normal map applied in max viewport... (Render in Vray doesnt look much better though) Also compared the normal map with the lowpoly / highpoly models and if u…
For the record : you are overcomplicating the process as there is no need to rely on vertex colors to bake out an ID map. In order to bake such a map in Xnormal, export out parts of your highpoly as separate OBJ and FBX files and tick "Bake base texture" for output. Enable "Write Object ID if no texture" in the options.…
Entertainingly awesome film. I rarely head out to the theater anymore, and this is one of my "must see on the big screen" movies. You could probably skip the 3D price tag and not miss out on much of anything. I haven't read any reviews (never do), but seriously?...people are really reviewing this poorly? They need to get…
That's because a quad mesh in Toolbag 2 is still triangulated (behind the scenes) and the way TB2 triangulates might not necessarily be the same as the way max (or xnormal if you fed it quads) triangulated. It's not just the information you're baking to the map that is important, but the information on the mesh itself…
Thank you for your fast answer. I think there is also a problem when doing 2) because the projection isn't really good to ignore the uv seams... When I paint over them with the mask to hide it, you can clearly see that it has trouble painting over it the brush on the left or right side wont be the same color. Maybe it has…
Nice work Paul, very inspiring! hamzaaa: A normal map is a type of bump map, they're not "more realistic", they just store detail in a different way. A greyscale bump map is fine for doing small, localized details which don't need any specific "surface-relative" information. A normal map is more useful for describing…
Jesus fuck Jordan. Is this what you really want out of life? To ramble incoherently, getting in endless, frivolous debates with people who are potential employers and coworkers? Is this the best use of your time, the ideal way you can think to interact on this website? These are rhetorical questions of course. Please, for…
I have some vfx questions too: - Even if we can do the entry in any software, are there any limitations on the tech? For example, I guess fluid sim is out of the question for realtime. Are we limited to particles? Meshes? etc :) We are not discouraging the use of fluid simulation software however we DO encourage conveying…