Have you tried Mudbox 2014's new retopology feature? I can't remember the exact name. But it does a pretty good job of creating a well-quadded mesh at whatever polycount I choose. Admittedly, I've only used it a few times, but it seemed to work pretty well for creating that low-res mesh.
somehow i imagine it may improve things for those few very visuals/fx-savvy directors - and for the others it will just cause them to issue more and more last minute change requests which then filter down to the VFX people, adding to their workload. ;) like this -…
Ok, so here is a little bit of mystery solving, Maya 2014 and Maya 2015 don't set the same Local Rotation Axis for the controllers. That's why I didn't feel like it was consistent. But, my problem remains, i need to actually be able to set the LRA my self and not be at the mercy of the predefined one by Maya... Any ideas?
Hi guys ! The texturing is now done ! I used the awesome beta of the Quixel suite :) Ddo is very very impressive and quick when all your maps are good quality. Take a look underneath : This is my result in Train Simulator 2014: And now the result with a full PBR pipeline <3 : C&C are appreciated ! Thanks for reading.
I think I've figured it out. It could be the fact that the ocean shader only renders in DX11, because it was working in editor and play in editor when it was set to DX11, but I just switched over and now the shader doesn't work. Is there anyway around this? It must be packaging the game as DX9 EDIT: Also Hapuu it's the UDK…
Just a heads up about the Surface Pro 3. Just saw this. Adobe Photoshop CC 14.2.1 x64 - runs (requires N-Trig Wintab driver) Pixologic Sculptris - no pressure ZBrush 4R6 - no pressure From http://surfaceproartist.com/blog/2014/5/29/surface-pro-3-what-runs-what-doesnt
I just heard that there was a new Riot Art Contest and logged in to check things out and stumbled upon this. I'm rooting for this design (the "underdog") because Corki was one of my favourite characters, and this reminds me of the "Corgi Corki" design I made back in 2014. This looks great, good job and best of luck. Happy…
Zepic, I have heard your cries and have answered your prayers! :D I've updated the tool to include UCX_ collision support! Go gets it! I also made a script that makes naming your collision primitives easier. http://www.tomshannon3d.com/2014/09/tstoolsv11.html Enjoy! http://youtu.be/XBxRvFUsW98
Thanks a lot guys! @Goldo_O Merci mec ! Your 2014 entry inspired me a lot! Good luck to you too, even if I think you won't even need it! @Innocent_Prime thank you :) which avatar are you talking about, samus or my face? anyway feel free to use as ref lol Cheers
dont know know if you figured it out but rendering a wireframe in maya heres a link to check out a video [ame=" https://www.youtube.com/watch?v=nPlvB_fGxT0"]How to render wireframe with Mental ray in Maya - YouTube[/ame] and a written tutorial http://nealbuerger.com/2013/06/maya-2014-wireframe-rendering-using-mental-ray/