Hmm...an intesting one. It may be possible, let's see if we can break it down a little. I suppose you would need to select each poly in turn, and find its normal. Then for every vert, find every vert it is connected to. This will give you the edges. Then compare the verts at each end of these edges, to see if any are on…
This is David Schroeder, author of the 8-bit game "Dino Eggs" (1983, Apple II, Commodore 64, IBM). We're completing a reboot entitled "Dino Eggs: Rebirth." You can check out the information and video in our press kit to get an idea of this old/new game. Seeking: An artist to create the game's two main characters in a fresh…
Hi Eric, thanks so much for the kind words and for taking the time to look at this! First, I want to thank you for creating those sample assets - they were invaluable as benchmarks for testing the importer throughout development. It's been great having high-quality reference models to validate against! You're absolutely…
Hi everyone, Since last year, i've been jumping on and off between Blender and Zbrush to find my own voice in 3DCG. I've grasped both software's basics and I've been diving more and more into hard surface. I'm making this topic because the search function throws nothing at me, I've been following Mario Elementza's…
@sacboi In his second (EDIT: THIRD) to last comment he said he is aiming for 3rd person view asset quality, not sure if that's changed. Of course what that means in terms of poly count and texture size varies by game. For example, The Last of Us: Part II has fairly high quality player character weapon assets, but I think…
There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Removing the dust edges helped remove the unblur/smudge effect atleast where the uv shells are. However the open space between each shell and the edge padding remained messy. So after removing my edge padding, everything looks great. My question is now then, to avoid this kind of circumstance again should I just export my…
another thing to watchout for is sever angles when working with raised surfaces. in order for the raised areas to show up on the normal map, they need to have a beveled look (ala photoshop's bevel and emboss). ie, if there is a raised set of faces, you will want the edges to slope down rather than slope inward. (like a…
connecting edges adds verts where there weren't verts before (so yes, it adds to the poly count). You need verts where there weren't verts before to be able to move the new verts around to create shapes. Also see : "insert vertex" which drops a single vert in along an edge if you're in edge sub-object selection, or inside…
It is so painful to use the text tool in Maya lol. I can't begin to guess why it hasn't been upgraded since so many versions ago. There's definitely no magic trick though, but you'll sweat for it ahah I usually get the text I need as a polysurface, get into edge mode and select all the edges of a letter and delete them.…