An environment diorama of a bathroom I just finished. Modeled in Maya, textured in Substance 3D Painter, with the lighting and rendering done in Unreal. I was partially inspired by the game Stray for the overall color scheme, but I decided to go for a little more well lit space as lighting is something I've struggled with…
Well I think that's a step in the right direction, more or less. You need to fix the upper lip, the philtrum is way too wide and doesn't start under each nostril but is about the width of the bridge between each nostril, its roughly tear drop shaped. Whenever you over define the philtrum you get cat face. The cheeks are…
I am working my way though this wiki page, adding images again. When we moved to the new wiki software, the external image links all died. :( However it is pretty easy to upload images, so I'm doing that bit by bit. http://wiki.polycount.com/wiki/Game_Art_Examples Anyone interested in helping out? Here's how to do it: 1.…
Maya modeling likness is it possible and if yes what tips or tutorials you reccomend? For example if u want to model something and u have only front view and some ewird angle side view ANy good tutorials you can reccomend? Maya 2017
[ QUOTE ] Maybe an external light baking application or maybe an ambient occlusion tool; something that might let you run the process and still go off and work on other things while it's crunching; to not take up Maya/Max.. [/ QUOTE ] With max you can set up a backburner server locally on your machine. Once the job is sent…
I wanted to ask how this is done.I am guessing u animate the facial movements and lip movements on the flattened uv textures or is there another way to approach this?How are the image textures applied in Maya and Blender and gotten to match the 3d model movements. Wanted to try this style out for an animation.I noticed…
This might be a stupid question, but I have a fairly large object that I want to keep at 8 px/unit but there wouldn't be a way to fit that in the 0-1 space of a 2048 map, even if I change just one of the shells to that range it doesn't fit the 0-1 area. So do I split the UV's into two maps? Not too sure what my options…
Hi! Did you create manual lightmap UVs? Doing so, you could add another loop in the flat area and then lightmap UV the whole opening as a straightened strip. You could probably ditch the bevel and let the baked lighting do the edge smoothing. The other way would be to simply increase lightmap resolution. Share the mesh if…
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Why... WHY WHY WHY... when I create a slice with decimal places in the pixels... say... 79.999x79.999 does it export at 80x81? Even when I manually input the slice dimensions to 80x80... it will STILL LIE TO ME and export at 80x81. Why does this happen? because the X/Y location is a decimal. HOW does that and how should it…