You can manually adjust the cage to account for these sort of errors, however i generally think it is a waste of time, i know a lot of people like to spend ages tweaking cages but it is a really poor workflow. Generally just fixing it with geometry on your low is the best solution. There isn't any magic solution here, you…
Heya - I have been using a unibody 15 inch Macbook daily for about two years now. I made it my dedicated web and media machine, and keep my desktop PC dedicated to work and Steam games. The laptop is really solid, I even gave CS4 a try on it back in the day and it performed surprisingly well. The OS is quite stable too,…
Well it really depends what your goals are. I can see 3 scenarios. - High end cinematic animation. In that case you want to generate displacement maps to be applied at render time. They can be generated in Mud, in Maya, and other programs too. However the mesh receiving the disp map must be very close in silhouette to the…
Put on your poncho... Batch Render: * Using batch render hurts my brain in so many ways. * You need "active time segment" or "range" selected in the render set up (totally differnt dialog box) if you specify any range of frames in batch render. If its set to single it will render all the frames to a single frame…
Hey all, looking for some early crits on my work in progress (you may have seen old version on ddo beta thread) Skippable babble: Model is a TOZ-120 shotgun by Tula Arms, russia. I started watching Millenia's excellent M37 tutorial but decided I wanted to try something a little different, so I chose this gun. This is my…
Hey everyone. So wanted to show off the new project I am deving at my company Heroic-Stand! http://www.heroic-stand.com/ Pat's "Danger Dash" Is a new mobile game continuing off where Temple Tap was! www.templetapgame.com Danger Dash is meant to be a more twitch based game while Temple Tap was more of a Memory based game!…
Issue The data in my substance designer graph is gone. Yesterday I made a post detailing an object I made ( http://polycount.com/discussion/175736/wip-turret-heavy-duty/p1?new=1 ) I had ALL of my maps generated in substance designer. My metalness and roughness was created using mask from my color ID map. I had a really…
Might as well add a possible solution for them also, @Don_Wasyl : when i disliked or wanted to get to the texturing already and didn't care about the uv's, (old model or doing texture tests) i just hand made the seams where they needed to be (about 5 minutes), pretty quick in max (again only program i learned the most in)…
indeed - i read that as spec/gloss workflow, while I tend to prefer the metal/rough (plus dielectric specular) approach it really doesn't make any difference to the end result if we're going to look at the textures, In the specular texture the bulk of that asset wants to be at or very close to a value of 0.5 since that's…
1. The work isn't good enough. 2. The work's quality varies widely (poor editing). 3. The work lacks stylistic diversity. 4. The work is presented poorly (annoying website, crappy music, small screenshots, bad lighting). 5. The work was completed in a group and individual contributions aren't credited/labeled. All these…