You are aiming too high at first - too much information to process all in one go when it seems you might be lacking the basics. Building an environment takes a team of artists a considerable amount of time. So start small! No, not as one mesh. Model a road section. Model a pavement section. Model all the possible joins -…
Welcome to Polycount dude. You should definitely choose a specific area you want to specialize in. Most studios won't be looking for a guy who can do environments, characters and animation (I'm sure its a bonus if you can do all three really well). But if you want to do characters, just focus on characters. Another bonus…
Yay! That sorted it. In the interest of meing nice, here is the script too. Why did I write this? Well, max 7 has a skin weight mirror facility. Unfortunatley the scale I have to work at means that the threshold value is often too small, and I always have a few weights that won't copy - 0.001 is too small, 0.002 is too…
Hi ! I'm trying to make a script that displays the drawcalls count of a selection. It only works on editable poly for now. I'm looping through the mesh to get all mat id. global winWidth = (gw.getWinSizeX() / 2 - 20) global drawcalls = "Drawcalls: " fn GW_displayDrawCalls evt nodes= ( fn getDrawCalls dc_selObj = (…
Hi! I'm trying to track down a lighting issue I ran into when importing a hat into team fortress 2. Essentially the hat is always illuminated from the underside rather than in a manner consistent with the character or level. A picture of the kepi and lighting issue - I suspect there is something simple I am missing, but…
Last Days Hey everyone! I am the Half-Owner of Voidwalker Studios, an Indie Game Development team. We are currently working on a Zombie game and we need a bigger team. What is Last Days? Last Days is an Open-world Zombie Survival Sandbox game. What Engine(s) will the game be using? Last Days is currently using Unreal…
dejawolf: i like the idea of being able to group UV chunks for mirroring/layering stuff especially when dealing with UVs for baking where you sometimes end up with stacked elements outside the 0-1 range ... being able to transform a selection inside the 0-1 range and have it correctly update the matching element outside…
**Update** We are no longer hiring at this current moment in time as we have hit our max number of artists. We are sorry for anyone wanting to join. People We Are Looking To Hire Programmer / Number of Spots available : 0 Spots are all taken Languages Required : Unreal Script / C++ We started this project in the late 2013…
We just had the very same discussion over at gameartist.net (UE3 Texture Quality ), so I just copy my take on this: " When you assign your textures in UE3 you will see the uncompressed, unclamped original texture displayed in the editor. Once you save the texture it gets compressed so when you reopen the scene the new,…
For those of you who might find this via search I got some help on this and here's the script I ended up with. import maya.cmds as cm driver = cm.ls(sl=True,fl=1,tl=1) selectedObjects = cm.ls(sl=True,fl=1) selectedObjects.remove(driver[0]) for object in selectedObjects: cm.select(driver,object)…