dont worry, they are trying their best to adept to the US as much as they can if this passes its only a matter of time before it hits europe our politicians here are mere puppets of obama and his crew..
Will do as soon as I get home! I think the problem might be that there is no padding. The character is split into 4 groups, and since I had to merge the normals in PS I baked without padding.
Looks really nice might just be me but some of the pillars look a little odd the way the meet the ground like the clip into it rather than merge into it. Good work so far though.
I would imagine that it is merged from 2 cameras in one scene - theres a lot of documentation about this online, have a look at 3d games like the little big planet demo for example.
That's very interesting Jerc. I've had my settings set to 1024 and exporting 4k since my computer can't really handle working at 2k let alone 4k (it crashes at 4k).
I wouldn't suggest detaching your mesh for normal map projection then merging it back together coz that changes the normals on the boundary edges. First things first, is your bake properly setup?
Tree It might help you. Its limited in some ways, but it has procedural generation tools for branch/leaf placement. You would have to manually merge your photogrammetry mesh, however.
Will the soften edge be transferred to unity 3d? Asking cos I am making a game and not animating for tv in maya. I do have merge vertices selected, yes. Always. thanks for the help.
Thanks for commenting Jerc. Here's where I'm at now. Admittedly I don't know at the moment how to get it any more like foamy water than this and will continue to learn and try. :poly009:
Because it's kinda stupid to keep 3 software that does the same thing the same way.In a few years i'm pretty sure maya and max will merge in only one software an the competition will be with modo.