Note that the XBox, like most machines now was running an actual GPU (Geforce3). The PS2 was a little bit different of a design, and it's ancient. It's running tech from the very-late 90s that is nothing like how stuff is structured today. I think the PS2 only did hardware accelerated triangle rasterising, while the…
hawken: agreed. with the composition a little more settled i'll likely very, very simply block in some background buildings. IronHawk: thanks for the continued comments and support. that tutorial looks great--i don't have max 9 installed on this machine right now, but i should be able to change that in a few days or so, at…
If you're using Euler try setting the keys to Linear (up top straight red line). Yep only quaternion with TCB values. Also you can "break" curve handles into by holding shift and dragging one of the handles. You can also click "custom" in the tangents box second red curve line from the left. Welcome to biped. This is…
Both of you are quite correct. In fact we did use many extra edgeloops to help avoid seams in the normal maps, and a great deal of the UVW mapping is done with as few seams as possible. This DOES create some stretching but this is irrelevant to the normal maps, and since this is TF2, the diffuse maps can be so simple it's…
Hey Everyone, TL;DR : Bounding boxes are stuck on one of my models and when I collapse the modifiers into an editable poly the model gets messed up. I have been working on projects over break to build my portfolio. Unfortunately I ran into a problem and the issues just kept growing. It started when I was trying to adjust…
You can change vertex size in Blender by scrolling down in the Themes > 3D Viewport menu in Preferences. The default is 3 pixels, which feels very close to the tiny object origin in size. I doubled that value to 6, which is closer to Modo's default vertex size and also makes it easier to select vertices.
Yeah, the black outline are ray misses/artifacts. Basically means that your LP has too much of a discrepancy/gap to your high-res mesh. It's much more visible with a metallic and specular material, like what you have applied in marmoset. However, because a lot of the material would be polymer/matte, it wouldn't be as…
Well at least it's a reasonable start! Also by the way was it modeled off of a
background reference image or concept art? I’ll recommend finishing translating
each individual blocked piece, into a high resolution (sub divided high poly)
artifact free base mesh which in my opinion believe is the actual core…
@Hyp3rCub3 this is untested, but if you change that script from @kritskiy to have vertical movement and vertical canvas resizing, it should be this: Edit: in case it's not clear how to use it: you copy and paste this into a notepad app, save as a .JSX file, then on Photoshop go to File > Scripts > Browse and look for that…
hah! - misunderstood. Gatekeeping doesn't even come into it. Many(most) studios will see this as a part of the required skillset Encouraging newcomers to develop required skills is constructive, telling them its a waste of time is destructive. In this case, It's just simply a good thing to understand because it will make…