Hey guys, I am currently building up a portfolio piece and I am just starting my high poly model. I have so far some floating geometry which I understand to be acceptable when used correctly, however I have a question to do with using the boolean subtraction tool. I am including an exhaust piece like this in the image, I…
I have an issue that's driving me crazy. I'm trying to add a bone rotation value to a joint orient value in the Joint section of the Attribute Editor, using the expression "+=n". n being the rotation value that needs to be added. But its not doing it. :( Its not letting me put + and = together, which is the entire point of…
Im currently working on a game quality character and I'm in the process of blocking out the low poly in Maya. (I know, it would be easier to start in Zbrush but I'm a creature of habit) What I'm curious about is the character will have rips and tears in parts of his costume. Now for low poly I could just use a transparency…
Hi there. If this topic has been covered please feel free to point me towards it as I have googled and searched this forum and cannot find a solution for the life of me. So here is my problem. I have an object with UV maps that look like this: I create subdivision levels in zBrush and sculpt away, and when I export my…
So I decided to use all I know and finally hammer out a decent Sci Fi environment for my portfolio. Concept art is not greatest strength, so I tend to take concept from the internet like everyone else and start from there. Once I make a few things, I might add or subtract a little here and there. Either way here's my…
Perna: Fantastic, I hadn't known there were global system variables for keyboard modifiers. I'd toyed with them a bit with some of the dialog/rollout controls, but I wasn't aware of the globally-available system variables, thanks! Jeremiah: Building (or using/co-opting) a library of useful functions can be a super time…
Both terms are hard to explain what they precisely are, but I'll explain how you'll use them. CLAMP is to limit a variable between two values. I'm clamping between 0 and 1 because we don't want 'negative color', and because UDK uses 1 as the 'maximum' for a color (like 255 in a regular RGB bitmap). You can exceed that…
What is the result you have now? That way we can see what might be the problem. I've done a project for Nike a few years ago for which we had create glass in Unity before the pbr thing was a hit. We used techniques Similar to the ones in this article by Marmoset:…
After looking more into it, I'm confused as hell. Apparently the rule I mentioned (and you did) only applies to [/b]OEM[/b] licenses. And even then, it's not super restrictive. Apparently, every time you upgrade, you accrue 'points'. And supposedly a mobo is more points than a strip of ram. Once you reach a certain amounts…
You've included some great subtraction brushes. A nice addition would be similar ones that are additive (Using negative brushes in an additive way produces an unattractive result). Another thing that would be awesome to see is an insert mesh brush in the same vein as some of your old rocks that you've done. It would be…