I would like to see less game animators using the standard boring Maya character rigs and at least put some effort into modeling their own stuff, or at least get some SDK characters (like the awesome SDK meshes here on pc) and rig them up for some animation. It just feels way off to me, seeing…
1). Split Polygon tool has a snapping tolerance option, you can choose how powerful to make the snap, and where along the line to snap. It defaults to 50% along an edge, if you increase the tolerance then it will be more likely to jump to exactly 50% if you're near the middle of the edge. Unfortunately without custom…
[ QUOTE ] the simple fact is that using pre-existing material is clearly cheating. Particularly when developing games, everything that an artist does should be, first and foremost, for self-improvement and self-fulfilment - the actual development process and end product are largely irrelevant. What do you think you're…
Being a former Maya user myself, I can only recommend ditching Switcher (which I've also tried) & take the plunge. Switcher is eventually going to cost money, and there's a good chance your workplace (unless you're freelance) won't be willing to pony up the cash to purchase the plugin. It's gonna be a pain in the ass for…
The cleanup function doesnt take care of double edges, for me at least. If you find thats true for yourself heres a script I threw together few days ago. It saves your selection so it can be used at any time during the modeling process, though is a little finicky with edge selections sense it changes their order when…
Put on your poncho... Batch Render: * Using batch render hurts my brain in so many ways. * You need "active time segment" or "range" selected in the render set up (totally differnt dialog box) if you specify any range of frames in batch render. If its set to single it will render all the frames to a single frame…
I am still paying my own Photoshop subscribtion but haven't found anything useful in it for very long time. Curious about "shadow re generator" as a way to get rid of shadows for de-lighting albedo but very much doubt it will work . And it's in a waiting list for forever already. Tried today their sbsar support for…
Hi, I’m Neil Gallagher and I’m one of the Lecturers at the University of Hertfordshire, I look after Games Art and Design BA & MA. Well done for posting here, I wish more students were like you before they go of for their interviews. You mentioned some great courses above, also check out the Creative Skillset website as it…
I use Painter not very often and accustomed to regularly re-bake curvature and world normals again and again with each new layer added. Vs Designer where you always can produce whatever mask you need at any stage within a sort of combined curvature producing parallel node flow doing it for for any stage . Constantly…
Just going to add my experience, i feel either the lights have to have an added power "numeric" so example, currently its 0.000 i think an additional space + 0 to lighting so that we can get 0.0000 spaces values to play with will fix a lot of the "issues" or patch it till another more accurate solution can be "found". If…