I am pretty new here on the forums but I figured you have to start some where. There are always a few things I keep in mind when I am baking detail from high poly to low poly via normal map. 1. always make sure that the high and low and as close to on top of each other as they can be so that your cage need the least amount…
Wow thank you Mark that illustration brilliant, really helps. I am working in Max 2013. This is the rig set up I am using. Edit: I also know the 12 animation principles something that I took on board from lectures, weirdly my mind works more on a practical front so I kind of shut down in lectures. I will take a look at…
I personaly don´t like this kind of interface, but it is just a personal opinion. Everything looks fine for me. But in services it is very clear about texture work, realistic and hand painted. But I didn´t see any tileable one... I am not from a english speaking country, but "Tilable" looks wrong for me. :) Maybe some…
Hi, we're working on 'Blood&clay' https://bloodandclay.com/bnc.php and we're looking into transfering the rendering from Arnold to Unreal. If you are an UE pro and skilled in the render features: We want to test UE with this shot( scroll down to 'first shot'). What I want to know first: will it work?- we have scanned…
Kind of freelance? In house contractor, not sure what this counts as but I'd consider it more in studio and finding it quite comfortable. The first month or so was scary as I had no funds coming straight out of uni and the housing deposits in the UK are stupid, but I'm back out of debt again in under 3 months which is…
If you're referring to performance, then of course fewer textures is better. Every texture that's to be loaded into memory is a drawcall. Afaik, the texture size doesn't influence the performance (fps) directly, but only the gpu memory. Also keep in mind that every Material/Shader is an additional drawcall, too. You'll…
throttlekitty> Thanks for the kind words :) Regarding that texture reloading script I don't think that will work with ShaderFX. That script is most likely based on finding the texture File nodes associated with your selected objects. ShaderFX does not use the same type of File nodes in the same manner. However as…
I don't think the sequel will look like that. That's not the kind of game FROM makes. They make games with fairly old-looking engines for niche markets and just pump them out with little changes from year to year. Their cinematics are always top-notch (look at Armored Core V) and they talk big about reinventing, but it's…
Sledgy said that's kind of a funeral for models being removed from the model bar, he and r13 apparently agree on the issue even hough it confuses the hell out of everybody else. I almost started a poll on the issue yesterday, how many polycounters think those reposts are fine/necessary vs. how many find them absolutely…