Minding my own business working on an asset when I encountered an issue and here we are with a tutorial. Most of it is part of old Polycount but some fresh take. Full version here: https://www.artstation.com/artwork/rlGqrE Its 2025 we have nanite, AI, lots of procedural tools and fancy features yet I keep seeing students,…
1. left click selection as default 2. maya style viewport navigation 3. add to/remove from selections with shift/alt (perhaps that's the default already? i confess mine is all custom) interface-wise: proper on-screen gizmo, ability to customize the tool shelf with drag&drop/GUI editor, preselection highlight for components…
Phew, finally. 1.4.0 released. More info in my blog post: http://nixes.ru/?p=568 Thanks, but that also requires to compile it for each maya version... I decided to release it with source code, and only protect with a license agreement, to make it easier compatible with different Maya versions without the need to compile it…
This is awesome, love the diorama, and the direction you're inspired by. I searched this game and found what I hope is a representative image: This game looks really cool, great inspiration! It's important to note that this uses lighting and post-processing to change the "look" of the assets. I think they are using PBR…
Ah thank you! That did work. I had to change all nodes up to that point to 32bit. If this occurs again will I have to do that for all of them again or would there be a work around for that? Thanks again : )
Thanks for the critiques I went in and fixed (tried) all the problems you stated I noticed drastic improvement the ears it seems like it drifted away from its original spot while shaping the head next time I will put a guide overlay on top of the model so the features remain in their correct location sculpted with a 90mm…
I use Painter not very often and accustomed to regularly re-bake curvature and world normals again and again with each new layer added. Vs Designer where you always can produce whatever mask you need at any stage within a sort of combined curvature producing parallel node flow doing it for for any stage . Constantly…
Hey there, My name is Alex and I’m currently studying Game Art at SAE Institute Germany. For my Bachelor Project I decided to create an environment based on a self-written Story. Accordingly, I would like to bring this story into my environment and do storytelling. This is a type of group work. My group partner makes a…
Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…