It's actually quite simple Think of a game you'd like to work on Pick a small part of a level from that game Attempt to recreate it in a game engine (unreal is easiest) You will almost immediately find problems to solve and questions to ask/google Because you have experience in archvis you already know the basics--what you…
I went through a bunch of pose sketches, trying to keep it lose, this was the one I chose. Here is the final sketch. I don't like spending too much time with lines unless there are complex designs I need to solve, otherwise I feel more comfortable moving into values and paint as soon as possible. Throw down some values,…
Thanks Gray... I kept running into all kinds of problems with this... and it is probably a simple solution. But I just couldn't find a mathematical solution (using negative multiplcations or the inverse function). So instead I built a couple functions to help the artist find/fix the problems in the painted models. I'll…
Oh damn, I am such a n00b, I pity myself. It is possible to use meshes as the leaves like you said man, thank you for enlightening me and making me read the plugin list of features that I should have read in the first time :poly136: http://www.guruware.at/main/ivy/index.html anyway, this thingy can be quite cumbersome even…
i'm startin to think, after talkin with some people that maybe jacob & man in black (valenzetti?) were originally from dharma! They somehow got caught in a loop in trying to figure out the equation to solve the end of the world. Valenzetti may have gone mad and can exist in all times (smoke). Would be a good reason as to…
thank you i cleaned it up and found when i delte some of the edges which were close together it solved the problem, cause there as no tris in the mesh. If you are using low poly does it not like edges too close together on meshes, like for example when you got two edges close together to tighten a hard edge?
I am just modeling some simple geometry in Maya 2011 and I am kind of stuck how to fix what appears to be a simple problem. I want to delete the faces I have selected but not make the object hollow. Obviously when I select all those faces and hit delete I end up with a hollow object I can see into. I know I can go back and…
I have this problem with my character. As you can see in maya this face is slightly darker. But in marmoset problem is much more apparent. When i use "soften edge" (maya 2016), in maya problem is solved. But when i export FBX in marmoset and unity there are strange shadows on entire surface of the hair. When i do "harden…
I've been trying to solve this issue since last night and I can't seem to find a working solution. You can see from the screenshots I'm trying some different lighting solutions. I don't have mirrored normal maps, my UV shells are padded properly, I tried changing the indirect normal world property to 0 and that seemed to…