I'm about to convert a massive >200 page user manual into HTML and CSS. It's in MSWord format, which has been a pain. Now I want to convert it over, make it easier to use and maintain. MS makes a mess in its pants when it tries to write HTML. All the images are gone, the tables are in shambles, there's pee all over the…
Hi. I have some problems with editing curves in Maya graph editor. I created custom rig half by hand half in m-gear. I have some curves in rotation XYZ. When I select one rotation key on X axis and trying to add new point to this axis- Maya add 3 keys on each axis XYZ When I trying to move horizontally one key on X axis-…
awesome, great dump, really like the style, love hand painted characters like that if you can ever show a technical breakdown of character i would love to see it or even overview of workflow edit: didnt realize those were marmoset scenes, that covers the technical breakdown. thanks!
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
Well, on some days things like the new Outlook/Word/wordpad "improved" UIs can really make me sad - especially when I have no other alternative to use. Of course, their article "makes sense" - but it also filled with what I like to call "bad good ideas". Yeah, right ? That seems to make sense, and whoever wrote that down…
Main differences between 801 and 901 for game art: * 801 doesn't have Mikktspace built in * 801 has the old viewport with less flexible shaders * 801 has no built-in Mikktspace so you can't bake a Mikktspace tangent normal map in Modo; you have to bake world-space and convert it with xNormal * 801 doesn't include…
Hi! Very nice progress on your cloth factory prop so far 👍️ Looking forward to your updates. What do you have in mind regarding the workflow? Highpoly to lowpoly, uniquely hand painted lowpoly, vertex colors, textured by trims/atlas, anything else? @Fronk3D I tend to edit my posts when nothing was posted in-between.…
First question I would ask is why are you using displacement? What’s the goal beyond this test asset? Displacement is a pain in the ass, hard to edit, and uses a ton of memory. Most productions I’ve worked on actively avoid it, unless there’s absolutely no other way.
This shit looks pretty amazing, of interest to me was the voxel based tunnel carver and the road system. I can't think of another game on the market that has solved the problem of heightmap terrain tunnels and outcroppings. From what I saw in the demo most of the real time tweaking functionality was available in their…
"I have the idea in my head but I'm completely helpless in finding the right words to explain to my designer/manufacturer." If you're planning to outsource getting something made by CAD or even 3D printed, probably having a basic grasp of using an apps terminology may mitigate misinterpretation creeping in, thus save on…