kk Thanks a lot for the input guys! I really appreciate it and it's very valuable! I think I get the fact that for high poly game models, you need to ease up on the support loops. A lot of times I do a couple of double smooths, then a final regular turbosmooth, since I"m going for photo realism. Is the reason for easing up…
So, according to the crits that were given, I've boosted the wall heights (from 128 to 160) and lowered the railings (from 64 to 52-ish). For the railings unforunately, I've decided to not slant them to make the construction easier for corners. (lazy!) I then proceeded to unwrap all my pieces and bake the high res meshes…
If you want it to look correct then yes you will have to rebake. The bake accounts for the exact vertex normals of your mesh, so when you go in adding/removing verts you're changing the smoothing etc and break the normals map. Some times you can get away with this, say if you have a simple cylinder type object with hard…
per, you are right about the difficulties of mechanical modeling. there are a lot of technical issues to keep in mind. I know about all that, trust me. i was never trying to say that mechanical modeling is very very easy compared to human modeling, in fact it was the other way around. you think that is exclusive to hard…
Dataday 1) Symmetry I consider mirroring an instance not being a proper symmetry tool in 2015. In 2008 - maybe, not today. Regular modo symmetry in 801 breaks just after I move out of the sphere/box modelling and there`s no way to fix it. In maya 15+16 you can model with topological symmetry anywhere in 3d space with any…
Player collision in a classic fps multiplayer setup is often handled by the server only. The reason is simple, you need one consistent world representation. To avoid player penetration due lag most games also implements some kind of client side physics to predicit the movement of other players and to calculate the corrent…
It's not game art specifically, but it's relevant and I thought this would be of interest to some people here. As a Christmas present, I wanted to make a bracelet to 3d print based on one I saw in a shop. I chose to this through Shapeways.com and their ever-expanding metal printing options. The original was silver, but…
The issue here, and here specficly: http://i411.photobucket.com/albums/pp193/TalbotFiles/box01normalsmapcopy-1.png?t=1220315826 IS NOT AN OBJECT SPACE MAP. Johny you retard how dare you throw him off the path like this. The problem here is that your highres has HOLES IN IT. Which will give you garbage random colors or some…
Some tips: Only use the tool in "replace" or "smooth" mode. Subtracting weights doesn't work well, since it doesn't know where to assign the remainder. Sometimes smooth assigns a tiny bit of weight to every joint. I can't remember if Maya has a prune weights tool yet or not, but I wrote one a long time ago. Either have an…
Hello polycount and hard surface modelers especially, I have a Maya to Zbrush, hard surface related question for you all. First off, I have worked a bit with 3Ds Max it is a fine program, but my main program is Maya and for my current project I need to stick stricktly to a Maya to Zbrush to Maya pipeline. Within this type…