Okay guys here are the final shots. You can check the video on my Artstation : https://www.artstation.com/artwork/rR3b2e Scene is rendered in Unreal 4 without Ray-Tracing. I was responsible for all aspects of the project. Some additional info about the idea behind it. Levitation Car "JL - Elite Edition Model" is futuristic…
So while I was working at Creative Assembly I was the person responsible for advocating for the use of Substance on this project, designing and building the procedural pipeline and also writing the supporting toolset (Substance Centre) - so feel free to post up if you have any questions, I'd be happy to answer them. The…
there was this amazing looking game on steam with all hand modeled environments, can't remember the name but it looked very intense with the real life lighting and props You played some kind of small guy in a toy-ish world ? A story driven game I think but Im not sure, but definitely worth the effort , looked really mind…
Hmm, Doom3 is even more expensive in NL? Here, about 50-100km from the Dutch border, Doom3 was 54 in the beginning but is now down to 44... 16 is quite a bit (ok we have only 16% sales tax not 19%). Anyways I forgot to add, that these Asian versions are completly in English, not some localized product. About the…
Did you try Reset Xform, collapse to Editable Poly, and add an Edit Normals modifier? You could also try this. Make a box primitive, convert to Editable Poly, attach your tree, delete the box element.
Take a look at meshOPs and polyOps. you will need these to do subobject editing. meshop for editable mesh and polyOp for editable poly. On a side note, you know you can use Snapping to do this job without a script right?
To achieve this you can edit the cage . I am not sure about Maya but in MAx and Blender the tracing is happening in direction between low poly vertex and corresponding cage vertex. You can make the "face" side of a cylinder doing more like planar projecting , lesser of a lens effect for an expense of stronger distortion…
I'm not a super avid Modo user these days but I'll tell you what I know about how Blender's selection and normal editing compare to Modo. Selection isn't smart like Modo in that you can't press the up arrow and continue the selection. However, checker deselect does that job in the majority of cases. There's also the…
about hte modifer stack, yes very useful, the problem is in max there are lots of things that shouldn't be in the stack, editing normals should just be part of the editable poly's as well as UV's should be in the editable poly, and get there own window or viewport like blender or maya.
It's pretty easy. * Just add an Edit Normal Modifier. * Select all normals and click Make Explicit * Go under the Edit Normal mod and detach as needed. * The normals will appear to break, but they will be saved when you go back up to the Edit Normal modifier.