Hi guys, about a month has passed since the latest update to this script. I'd really like to know your opinions about the experimental fixed-distance split loop (You got it by keeping SHIFT pressed during loop preview and cut). Is it handy? Since it is not perfect, at least because of the geometrical algorithm, sometimes…
Welcome to the internet, Talbot. I used last.fm many years ago. But, it IS a networking site. I don't care to connect with anyone. No one cares about MY music interests. And the algorithm is pretty bad at finding music I actually like. I can't stop it from playing the bands I don't like. For that, I've been using Pandora…
I strongly advise a major in Computer Science, with a minor in fine arts. If you don't enjoy programming (you'll know by sophomore year), then swap to a major in fine arts with a minor in Computer Science. Formal training in those subjects will provide an ideal background for game development. Create games in your spare…
http://en.wikipedia.org/wiki/Subsurface_scattering As its name suggests, Sub Surface Scattering is a complex algorithm that attempts to bounce light around beneath a surface in the same way that it does in reality. Beyond that I'm not sure I follow what you mean by 'how' they work. Sounds to me like you're wanting to get…
PolyTools3D released PolyUnwrapper 4.0 for 3dsmax2010-2015 Personally I think its worth it just for the custom packing, quick checker patterns and multi-stitch. But check out the other tools for yourself there are a lot of handy features. What's New in Version 4.0 * Multi Stitch. Stitch Multiple Shells at once * Custom…
you know what ? try doing this make sure the tris within the quad aligned nicely with the body . After that convert necessary parts to tri when you starts rigging . After all mesh are going to be converted to tris in game engine . you might even need to work with tris anyway , due to how maya algorithm deals with tris .…
The frustrating part is that most of the maths for this stuff has already been worked out but it's languishing in scientific papers or PhD projects and never really finds its way out into the creative toolsets. Eg. Something as simple as generating median curves (or whatever the 3d equivalent is called) of a solid mesh…
Oh webpage compression is nasty. I can really recommend weebly, I tried a couple and it seemed to be the best in my eyes, compression is also not really noticeable, but you gotta make sure your pictures are pixel perfectly scaled. Maybe thats the same on WIX Check if your images are as wide as your site, if not crop them…
No problem, I think the only difference between MIKK and Unreal tangent space in MightyBake is one is Y+ and the other is Y-. For import to substance painter I had a hard time figuring out why the maps looked wrong, but correct in Unreal, turns out substance has different low poly normals if you import triangulated vs not…
Looking at your picture I feel like there's a lot that could be done to make it easier. It starts with where you put your seems and how clean you unfold it. Then just start with the bigger pieces and add the small ones in.. approximating how much space you'll need to fit everything in. Scaling shells is perfectly fine in…