Hi, During my workflow, I have to import some objects, unfortunately the transforms and shape nodes import with the same name. Maya does not like this. I have this script to rename shape nodes and it works ok. for ($i in `ls -sl -dag -shapes -l`){ $parent=`listRelatives -p $i`; rename $i `substitute ((string)$parent[0])…
cheers guys. here's a quick update, rear still needs a lot of work. xoliul's shader was made for this stuff :) right now im wondering how best to do the rear lights, it's a shame i don't have GT5 prologue to check their model out. im also wondering if cutting in the body lines and the holes in the bodywork might be easier…
Hello every one, I posted this question in another thread a while back, however I have yet to receive any answers so I will try again. I made a quick head model to test the blend shapes on, seeing as how I had trouble with that tool on another model of mine. At first it seemed that work fine, however I later discovered an…
How to make this type of controller with only one shape node and one transform node? Note: Display->shapes is checked in Outliner I would try parent command with shape flag but after checked the display->shapes in outliner it will show three nurbscircle shape nodes under one transform node. How to achieve underlying…
You got the basic shape down. The proportions look good and it's easily recognizable as the Veyron so you're off to a good start. What's your goal with this (as in are you modeling it all manually or are you planning to rely on Turbosmooth or similar for more detail)? It's a bit hard to comment on the geometry without…
Here is the low poly version, the model is supossed to be "hero asset", seen closely. One of my persistent fears is not using enough vertices to have good circles, shapes and holes. I'm not so sure if I've used too much or too little edges in general. Current triangle count: 11.100
thank you and all the others too :) @thesplash: the tile system was based on one simpe 256x256x256 block, with that we created basic shapes for blocking the gameplay, after that i started creating the more detailed tiles, we worked in 3 packages, one with the boxy blocks, one with the gfx blocks and one thats beeing used…
since when does it only work with directional lights? Well basicly the last time we changed stuff on lighting is years ago and was on UT3, since then we only used one directional light for the sun as more lights ended up in possibly too high shadercosts - depending on the game and what you want to show texture/polygon wise…