I got myself a nice job and about to move soon :) Acidrain: I can PM you the source as well - its not big yet and probably easier to overlook. The most vital and important parts are the cam.get2d method and the rendering class that loops through the objects and faces to display the triangles, focus on those and you might…
Thanks everyone. @ newto3d: hahaha sorry. That low poly was the "in game" mesh created after the sculpting stage (exactly like disanski said). I modeled the boot in it's different parts eg: Toe and tongue (one piece), Sole, Lace ringlets and studs,etc.... Here is a quick diagram. I actually did very little sculpting for…
OK, so flipping the green channel was the primary issue. It was quite a moment when I saw it actually looking like the high poly for the first time. I knew about flipping it for Unreal, and that Maya was in synch with UDK ... Still I never put it together. If x = y and y = z, then x = z right? I think I thought of trying…
On top of all the great explanations above, I would add that one way to understand this seemingly "unused space" is to force oneself to *not* rely on too many analogies when trying to understand any CG topic. For instance : when starting out with UV mapping/unwrapping, you might have heard things like "imagine an orange…
Things you could do: (1)Select a small object and press z to zoom up close to it (2) If your having the problem of zooming into an object and the zoom! flys past the object everytime you try to zoom into it, you can try this Go to Preference Settings > Viewports > WheelZoom Increment: 0.09(or lower, because it will take…
Hi Sync, I appreciate you taking the time to go through this. Your explanation makes sense, however I think (due to my lack of explanation probably again) that you misunderstand slightly. I do not select both faces, merely one after another. So lets take a realy small snippet of my workflow currently: * I zoom extents to…
Welcome everyone to the 102nd Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the…
after replying here people asked me if they could have that script with the spinner that lets me smooth surfaces without the usual hassle in 3dsmax. The picture I posted back then was: http://www.renderhjs.net/bbs/polycount/tips/quarantine_map_smoothing_groups.gif its a common task for me fixing the smoothing groups of…
Ask GPT about "alpha test" , "screen door alpha" , "alpha to coverage" speed tree uses and "Hash alpha blending" Blender uses . Might be useful for your topic too. Games hardly use classical alpha blending at all . It creates z sorting issues and calculative expensive. Some games also do alpha channels with gradients and…
Just adding a bit more cause why not: Extra info about "z-uving" you can try to get it to listen and put the seam where you want it and extract it like that, i usually manually do it after, HOWEVER, i still use zbrush to UNWRAP the uv's of the object cause it flattens things better than anything else i tried. Then i take…