SEKNeox: I like the look of that! What are you previewing that texture in? I did one a bit like it, but set it up in Maya with a planar projection constrained to the camera to make it look more flat. (cgfx in maya viewport)
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
I forgot to mention! All textures in the scene are 512 or smaller, with most of them tiling. The main texture I used besides the tiling diffuse and height maps was a 512 Utility Texture I've made for various effects: Red Channel - Contains a Render Clouds map generated in Photoshop. Green Channel - Contains a Noise map.…
http://www.polycount.com/forum/showthread.php?t=66993 I suggest using Jim Jaggers Align Animated script to align and key the bones to the attachment constrained points.
1. A script that converts a texture file node to a .psd node. 2. A script that randomizes selected uv shells position constrained to u or v and with a min/max distance range.
Alright dude you got it, thanks for the feedback. Sadly I think I'm constrained by carbonmade in some regards. It wont let me link people to a fullscreen version of an image by clicking on the picture, which is really quite stupid.
Note that in ZBrush you can constrain brushes to a single axis via Transform > Modifiers if you want to sculpt only in the up axis for heightmaps. Though it doesn't matter a great deal if you have a little overhang by not doing this.
Stripped down and lighter Maya is a good thing, but really, the 100.000 poly limit is constraining. If you break down your model into <100K polies parts, and export them one by one, would Maya LT let it do it?
Hello everyone, Is there any software that makes it possible to draw SVGs directly onto a mesh? I imagine this to be like 3d painting on said mesh with the option to manipulate the points like vertices which have been constrained to background after the fact.
CLOSED: This position has now been filled. Thanks everyone for your interest! WHO WE ARE We are Magnet Hill. The core of Magnet Hill is Elijah O'Rear, a programmer/designer in Portland, and Ari Velazquez, a designer/programmer in San Francisco. We've learned a lot from our time in AAA and mobile games and we're excited to…