Yep. The thing is, with more complicated meshes you'll be making adjustments all the time, so it's not always practical to go from blockout to both high and low. Unless you start with the 'detailed' blockout/midpoly working mesh. Generally people use the more linear blockout > high > low workflow. Yep. Blocking things out…
In my arsenal, there is a python script. It calculates and cylindrical shapes too. # ---------------------------------------------------------------------------------------
# - pompVertNormFaceAvg
#
# - Sets the vertex normals of a face selection,
# averaging normals shared by multiple selected faces.
#
#
# - by Pontus…
I would float only if it would save you a significant amount of polys and if the seams could be controlled otherwise I would go with Gsokol's method of collapsing a few edges down to some tri points. I lean pretty heavily toward something like this, where everything is joined together. Maybe even combining the point in the…
Hi everyone! I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected…
I just tried it on my machine and it worked. The script expects faces to be selected or it spits out an error. Are you sure you're not indenting it? #==========================================================================# round - Copywrite 7/7/2013# Author: Paul Lohman# free to use and modify for personal or…
You could create a separate controller for the matID. If you use reaction manager you can add multiple states that are set to use different values on a single slider. Also, I'm not sure how you're making your sliders and control board but you might want to grab the joystick creator script that Nevil made back in…
Oh, so you have only RAM access in your project? My fault! :D Well, no problems as long the RAM is big enough to handle a decent number of things togheter! ^_^ Well, there are two main techniques. - Baking on texture The most used technique. Directly bake the AO in the diffuse map! You can do this via software (Render To…
Looks good so far! I think your textures are looking a little bit flat tho, I would suggest adding some linear gradients in there to add some visual interest. You could do a bottom up gradient on the main dispenser, as well as the handle itself, maybe play around with it and see what you can find. Stuff like this is a good…
I was kept afloat last year by gigs that I got on this forum, so I am very grateful that it exist, ALSO reminds me of my youth, not many places like this anymore!
the fuzz was something we experimented quite a bit with. while i am not perfectly happy with what we have in the end, i am pretty happy overall. we thought about doing it similar to how we did fur on crash bandicoot. with planes placed by hand, transferring normals and UVs. but with that you usually have these weird spots…