When creating game assets, what is the best workflow between maya and mudbox? and example is that I want to make the lion shown here: i've been able to sculpt it out in mudbox and it looks nice, but how do i pull it back into maya and work it to be low poly?
I've got a complicated head model I need to detriangulate. What's the best way to do this? I have no knowledge of programming or scripts... I use 3ds Max; would this work? http://www.scriptspot.com/3ds-max/scripts/detriangulate-all-editable-meshes I heard that it's not very good with more detailed models, but not sure if…
Are there any guidelines in how to split your mesh? I want bake high poly details on low poly object in Substance Painter. Any best practices or tips? Thanks in advance!
Because you didnt offer any counter point. All you said was something along the lines of "I dont believe you, you are full of "fud"". Feel free to re-establish your counter argument without all the immature condescending comments. If you can manage to do that in a mature manner, I will address whatever points you think you…
There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Thanks so much for the feedback! I totally agree that the blade has some inconsistency in the light source. I do have a question though; is there a best practice for defining the direction of a light source on your diffuse map for an item that moves around a lot like a weapon? What I mean is, the direction of the light…
i know exactly what information has been sent to microsoft, none. my windows box does not have an internet connection. and i can tell you exactly what information will be sent in the future, none. edit: @skankerzero this is about money. data mining is probably worth more over time then the sales from the equipment. we are…
Been using my rig at work with Max 2011 and i'll be moving to a new machine next week with 2009. Unfortunately i can't simply save as a 2009 version. What's the best format to save or export my work so as to keep information regarding multi sub objects and such? Help is appreciated!
Hello guys !! Does anybody know or could suggest me the best UV unwrapping software on the scene?? I am using maya and doing uv inside of it but I have heard around that maya-s uvs unwrapping system is not that awesome... Any feedback would be much appreciated thx cheers
Yeah I wish it was still the same today with the gaming industry. It’s sounds like you had a blast. I still make games at home and I guess I’m still hoping it will get better some day. I’m working on that portfolio site. Thanks for sharing the link! Could I get a job like doing prop art with a decent portfolio? Is the…