Hi everyone! I wanted to let you know about Species and welcome you to join our mailing list! Species is a framework for building digital 3d characters. Its distinguishing feature is that this system unifies the processes of modeling and rigging into an incredibly innovative 3d character workflow. You may have heard of us…
Whaaaaaaaaaaaaaaaaaaaat no more freelance/advertising! HELLLOOOO Dental!!! I finally got a salary job at a studio that makes simulators for naval and merchant ships! Yay being able to work in a team environment! Yay being able to work on environments! (A big part of my job is supposedly going to be rebuilding real-life…
Hi guys, I got asked if i could convert the PBR material i tried (and failed) to make before to one that would work with substance painter maps. So i did it and it mostly works fine. I'm not sure about compatibility with .sbsar files yet, i'll need to test that out at some point, but for now simply exporting all your maps…
I'm struggling with what I fear is a very easy-to-fix and rudimentary problem. I've googles around and looked at puppet-masters own tutorials but regarding this they are all "to be continued". I've set up everything and have gotten to the part where I can import a reference in MESA (Maya2014) and it builds the model fine.…
Hello All, Would like to seek your advice on LOD flickering problem. I used 3DSMax 2016 to export out a model with 4 LOD models in FBX format and had it imported into UDK Editor. After rebuilding, the model lights up for like 1 second before it transits into LOD1. And the same thing happens when it transits to LOD2. Please…
So I imported these low res swords from Max 2012 by using the FBX import (due to .max files freezing). I get these weird artifacts from the mesh. These have no normal maps on them. They're just the low res model themselves. I've tried to check the following: -Flip the triangles (same result but in the opposite direction)…
Cross posting from the maxscript forum on CG Talk I've written a script that takes lighting from a skylight and bakes ambient occlusion in the (any) vertex colour channel of a mesh. I can't seen a problem with the script, however when I first run it I always get a pure black bake on the mesh UNLESS I manually assign the…
Non-technical version: When lighting is built, the static mesh is lit with a static light. When you move the object (or the light), that object becomes dynamically lit. If you rebuild lighting and the object has no discernible shadows (it probably doesn't), then you'll need a lightmap UV channel. If you want more honest…
Again, your topology is fine enough for sculpting. Dont be discouraged by the idea of redoing the model - you WILL have to after the sculpt anyways!! Go ahead and fix the silhouette on the shoulders, add the legs, the head and so on. This is much more important than worrying about flow. Nitpicking about flow was true in…
So I've already been working on phase 2 a bit -- I started by modeling primitive clothes, and then finding primitive material textures for them. Using a better lighting setup, I rendered the turnaround from before with the new clothes added to it: http://youtu.be/ZIx-HoP0AM8 I'm a bit of a render-junkie, so I have a lot of…