Hi guys, I sculpted my character and everything has been a relative breeze in terms of the head/body/legs arms etc - the parts that had defined geometry from the start. However I left hands as an after thought and now i'm struggling to pull them out and have a workable geometry that i can manipulate at a lower subd, the…
Im trying to write a piece of code that requires the selected faces to be scaled at their selection center. scale command requires a pivot XYZ, or else it will try to scale in the origin. I tried using xform -q -sp -ws, but that doesnt give me the pivot for select center. Well at least its not the one the scale cmd takes.…
So I created a few quads in unity and gave them an unlit shader. When I rotated them, they are heavily pixelated. Check screenshot. I tried two things to no avail: 1. Changing anti-aliasing settings to x4 gave a decent result but still not production worthy result. Theres still a lot of pixelation. 2. Tried rotating the…
...because agent 47 is back: http://www.neogaf.com/forum/showthread.php?t=424528 And about bloody time too. Hitman BLood Money was one of the games that totally floored my back in the early 360 days. First 360 game I 100%ed as well, so damn polished and just perfect. The fact it looks like they WONT be dumbing it down…
Hello everyone, after long time following poly count's great resources I finally decided to become a member. Although I am new to gaming industry but learning quickly UDK and different approaches for environment workflow and asset creation. Hopefully soon will post tutorials and share my experience with you guys. For now…
The black gaps between your initial pattern are too large. Reduce them, and you can even afford for the blocks to overlap a little. Also increasing the Roundness parameter will get ride of some of the lumpyness. Like so: (Final on top, Pattern on bottom)
In the last few days Wacom (they make the pen for the Surface Pro) released a driver update to add full preasure sensitivity to the Surface Pro. Combine this with the Surface Pro's ability to run Windows applications things suddenly become more interesting... Surface Pro WinTab driver Review…
Like alot say's in there first comment: Im new to marmoset :) my first and most common question: Is there a way to transfer your materials from one project to another? can you save them as one kind of preset? Is archviz and high polygon count a option if I just need to render / capture with marmoset? For me it seems to do…
You'll loose information when converting to polypaint if the vertices aren't there to support all of it. If you combine zapplink with the texture and projection master, any changes get converted to the texture itself (so the sharpness should depend more on the texture resolution and the amount of document pixols)
I here ya ^^ (This is my 3rd proper model so there is still pretty to learn) But if i modify my base mesh after unwrapping the UV's doesn't it mean i'm going to get plenty of errors or is there a method that i can use to conserve my UV's