This thread is about cgsociety and cgtalk shutting down. Edit; just realized that the first post has an edit about (imo irrelevant) AI talk, so you are not purposefully derailing. My bad for overseeing that. In the context of this thread and if you where reading thru it; It should have made it clear to you that Archiving,…
Altered state is about to re launch its new site and is looking for someone help to with the web site, so there is a platform to show all the new content Avanti Vita studios wants to release for your consumption. The web sites design, elements and graphics are all created, the job is to paste the elements together and add…
Hey everyone, I'm trying to get another environment into my portfolio. I already have a hand-painted one so I'm aiming for a PBR one for more variety. Some of you probably remember this one from one of the older Noob Challenges (#3) My blockout: [edit] Here is a shot in Maya of all the assets with their AO maps applied.…
Hm, when I dropped the lowpoly mesh into Blender to inspect the UVs unfortunately look broken: Looking at the lowpoly, I suggest: * Reduce amount of support loops, use as much as needed to get a good mesh shading. Put the saved geometry into the curvature of rounded/ cylindrical parts. The impact on the assets silhouette…
Everything looks pretty good but there is still some strange stuff that is interfering with the result. You have a pretty good eye but with anatomy you only have to be a bit out and the result will look weird. It looks like you are using the dynamesh system for your sculpt. While this is a truly terrific approach it is…
that part has smoothing group? If I understand you correctly :\ EDIT: Now I got it! Weird, I always moved those uv faces that we're generated by symmetry aside, now I selected the original half of the model, moved those aside and now it works, there's still a seam but it's barely visible if at all so I can hide it with…
These are splines? I think you're after the cross-section and surface/nurbs tools. If you convert to an editable spline, attach them together so they're both in the same item layer and then use the cross-section tool (next to the attach button) to join them. You can then apply a Surface modifier and you'll get some "proxy"…
Alright, I found out how to connect the face morph target to the body using just a edit poly modifier in the modifier stack! But I have a huge question regarding texturing and rigging. First off, the head is decapitated on a base level to make morph targets, BUT how does that go together with the UVW mapping the head and…
ya maya wont let you use soft selection with the "vertex normal edit tool" which makes my method a pain, but i noticed that vertex normals can be views and edited from the "Component Editor", which leads me to belive this data can be changed via mel script. so i think a really intuitive way to edit them for this purpose…
You'll have to update the mesh you're using for the collider manually. You're currently editing the mesh as part of a shader and the collision mesh doesn't do anything like that - it's getting the undisplaced base mesh that's being fed into the shader. So after any height edits, you'll need to adjust the mesh used for…