well, I model all my pieces separate at first (easier for unwrapping and fixing issues) then I combine them all together in the end as one mesh for skinning/rigging. You'll want it as one mesh so you can skin/rig it. I'm sure there's other ways of going about it, but that's the way I've always done it.
Thank god for coworkers. For whatever reason the latest download of the plugin does not have all the icons in its folder. So all I did was have my coworker email me the missing ones because she has a working Nightshade editor. But the developer might want to check why the plugin is downloading with missing icons...?
Thank god for coworkers. For whatever reason the latest download of the plugin does not have all the icons in its folder. So all I did was have my coworker email me the missing ones because she has a working Nightshade editor. :D But the developer might want to check why the plugin is downloading with missing icons...?
Yeah - I like that one lots... Mine is different though - you can actually fine tune all the assets you bring in - not have them just repeated evenly all over each floor\facade. Each tool has it separate use. But definitely Ghost Town will get a generic town populated super quick!
Really nice way to present a small diorama.The quality as always is high. One thing I noticed is the wood grain running vertical on all the panels. As per your wood panel design and where the seams/joins are I'd expect the horizontal panels to have the grain running horizontally not vertically across all the panel strips.
Are you seeing any elevation changes at all in world machine? Typically importing 1009x1009 up to 4033x4033 RAW files with all default WM settings usually show up pretty well for me. You may have to adjust the "maximum elevation" size in the project settings, or change the width/length of the render extents to be smaller…
I'd probably do it all in Maya for the armour, for intricate/repetetive details like this it will probably be more flexible for the base shapes. Then you can export it all to Mudbox and do a pass over it to add scratches, dents and variation by sculpting. I'm sure other people have other preferences for workflow though,…
Are your UVs mirrored and stacked at all? Or are they totally unique? If they're stacked or overlapping you'll need to move the "mirrored" UVs outside the 0-1 range (since that's all that gets baked). Just make sure to move them by exactly one UV unit so that their relative position in texture space is the same. That's my…
Alrgiht so Im going to start by acknowledging he sucks. The face itself just needs to be sculpted better, which Im not guna fix at this point. However I would love to hear what you all think of the texture, and what you think I can do to improve on the character over all next time.
I'd like to live in your brain :O Your composition is really great, and the colors! The colors! The monochromatic theme in the third image works, but I think it could benefit from more contrasted emphasis. (maybe push that little shrine on the left side more?) All in all, I'll be moving into the totem house in the woods. I…