Yeah that cut in the middle of the back tire is because the 2 halves are different parts, couldn't find a way to make a decent track in 1 mesh (with the 2 tracks overlapping a bit in the center). As for my ref, here are some pictures... I combined some variations into each other because I couldn't find enough reference for…
I'd agree. Basic studio lighting tends to work really well for cars (if your goal is to show off your hard work). I use these quite often: http://zbyg.deviantart.com/ Made these: Pack 1 http://zbyg.deviantart.com/art/HDRi-Pack-1-97402522 Pack 2 http://zbyg.deviantart.com/art/HDRi-Pack-2-103458406
it is pretty simple math. Let's say 1 subscription = $1000/year. Then 2 mil would be 2 billion/year, M&E 1 year revenue is around $160mil last year. Maya never have made more than 3dsMax. So.. the best base could be around around $60mill per year. Thats 60,000 subscripbers.
I just tested it to be sure. You can indeed transfer UV's between meshes with different topology with the projection modifer. What i did was create 2 clylinders both with a different number of segments. 1 with uvs 1 without. Put the projection modifier on the 1 with uvs add the one without to the objects list. press…
100,000 triangles 4096 textures, 1 week bruh. :) j/k i think that might actually be 3 months if this hasn't changed since last year but i gusstimated the duration. Hope it helps?.. @Neox i thought it was 1 more month seems right though. Glad it is i am usually doing 1 week maybe 2/3 interesting makes me want to spend more…
[ QUOTE ] yeah. to me it looks as tho you may have given lots more space for the head as opposed to the body. [/ QUOTE ] Ditto. The body's texel area looks to be about 1/2 of what you gave the head. Can you show us the UV map for this? Or is it different textures? Did you use 1 512x512 for the head, and 1 512x512 for the…
Thanks for that Froyok, that's very close to what I had heard with 1 uu = 2 cm. I knew they'd peg the most common dimensions (wall widths etc) to something nice and snappable. Very interesting that "most licensees" use a scale of 1 uu = 1 cm. Would be nice to get more info on that, the where and why. The GOW tweak is for…
Idea 2 as a header without the slideshow behind it. NEVER do a photography/hard surface slideshow (or a slideshow in general). I can't even think of what position would want that.. I feel if a company sees a slideshow with your photos mixed in with hard surface stuff they will ignore you.. Literally, all you have to do. 1.…
Yes, what youll have to do is: 1) export your remeshed tool 2) UV tool in Maya 3) import back to Zbrush 4) Project details onto mesh You can also do steps 1 and 2, and then just bake from High Poly Mesh to Low poly in a software package of your choice
if you have a shared UV, select each single mesh and create a 2nd uv channel, and fully pack it from 0-1 UV, with no overlapping. you can load the uvs from channel 1 into channel 2, just remember to upsize the uvs since your channel 2 lightmaps won't/cannot be shared with any other mesh.