Recently at work I was asked to create a low poly version of the Leatherback Kaiju from the film Pacific Rim for a mini game in the PlayStation 3 HOME square. He was to fight against Gipsy Danger. To do this I was given a turntable video of the original Kaiju model and the actual 3D model which was used for the film (which…
Err... I'm getting a sense of Deja Vu here. Did you not see my last reply to your other thread? Or are you just living up to your username? :poly124: http://www.polycount.com/forum/showthread.php?t=130480 As igi says, and as I said in your previous thread, using fixed snapping is not necessary; you have mistakenly imported…
Try turning the number of Rays/Samples down on Render Setup(9) > Advance Lighting Tab. On the Render Tab > Memory Management, check on conserve memory. On the common tab uncheck Rendered Frame Window. Doing this will save memory. This will still render the image to file and to the preview window. You can launch the window…
Ok so first things first get rid of mental ray it creates more problems than it ever solves, like using the incorrect background color on normal maps. Really the only thing you should be using MR for is Ambient Occlusion. Scanline bakes faster more accurately. 2nd there just isn't much resolution to capture the detail. You…
DM uses the polypaint to judge where it would need to place the verts to maintain the detail, just as it tries to maintain the same surface. A mesh that has been decimated down to 200k should have a better looking polypaint on it than trying to paint the same thing on a 200k subdivided mesh. There will be a small drop in…
...(Still laughing 30 min after reading this)... Good ideas, renderhjs, I'm facepalming over not thinking of the UVXform trick you mentioned. I already tried the "multiple parts in one texture" and that worked OK, but I wasn't sure if that was a "legit" method. I need to get with the program on TexTools, everyone here's…
Hey man, i like your work but i would strongly suggest doing A character that would show off that you know anatomy. Not necesarilly totally realistic but more towards the realistic side would help. I think the bearded character could be pulled off at a lower polycount (and im pretty sure it would have to be to working in a…
well idk if the modtool would be able to be used with the neoaxis sdk but if it does great i'll see if i can use it but i use photoshop cs3 for texturing and sig making, i know you all are trying to teach me better but i use dial up and so downloading programs aren't that easy lol another thing i need crates and stuff but…
Tracing is copying just done by hand. There's nothing wrong with using it as a reference and painting your own interpretation. We can tell the difference between the two, and if you're going to do our art you had better do it right. Otherwise, you're just blowing your chance. You can go a little crazy with your polygons as…
Some Ref that might help get things going. http://www.rpgamer.com/games/ff/ff7/propaganda/ff7ostpg5.jpg http://www.blog.speculist.com/archives/the%20monorail.jpg http://static.flickr.com/88/221840029_c1a7badaf3_o.jpg http://images.jupiterimages.com/common/detail/15/09/23110915.jpg…