Hey guys, I am using the newest version of maya to export my .dts files for torque. What I have: I have a plant, that is basically 5 planes facing up with their outer edges curled downward and stacked on top of eachother with alpha'd texture of some greenery. The planes themselves aren't touching they are hovering right…
Thank you very much in advance! I saw this topic. http://polycount.com/discussion/80005/face-topology-breakdown-guide How to looks face for animation.eyesopen or semi-open or closed?Why is this not in the…
This will hopefully be my first completed current gen game model after a few aborted attempts. I've attempted to come up with a simple concept I can complete fairly easily. He is a lowly demon foot soldier who is a bit out of shape but still retains some of his muscularity. His minimal armour is not built for comfort and…
It's more to do with studio size and regulation. once you get past a certain size you legally need HR and once you have HR you have rules about how you speak to people and they're enforced by people who are payed to not have a sense of humour
I tried hard to find a single DDR4 16GB non-ECC module but no luck. I think I will go with 2x8GB and upgrade later to 32GB kit (when they become cheaper). Ok, i hope it is. :) I won't upgrade in the next 2 years I'm going to save money on RAM buying 2x8 kit. Does it matter for PS/Zb which i5 to buy? Price difference…
Can i or anyone who modeling things in 3D app avoid re topology? I mean can i model let's a character or a car or weapon, so when i finished modeling i want direct go for uv, i see re toplogy a bit bored or wasting time:D So i want to know if it's possible to master modeling without messing with topology? If it does, How?
Hi guys, I am wondering what's the correct (or, the industry standard) workflow when modeling for animation. Especially for animation involves both low poly and high poly version, cloth and hair simulation. I usually model my character under 10K polys, and make Xgen hair in the same file. Then I create a new scene to rig…
Hi, Synaesthesia! I tried using the quixel colors v1.2 introduced in this update on the Maya 2016. When I run the quixel colors v1.2 in Maya 2016 sp5, click on the Materials is the only black surfaceShader1,2,3... is created. Am I right? or, is this a bug? I'm using Windows 7.
Here are some screenshots of what I am talking about. A very simple design of the CZ75. I made the shiny parts slightly brighter, the rest is still original and edited the alphachannel, then replaced the pist_cz_75.vtf files in the v_model and w_model folder.