How about at least 1.5 above the upper average. Then instituting the same work hours more enlightened companies have over here. Thheeeeeeen allowing your staff to have input in the product. No better way to get people stoked if they feel some ownership in whats shipped ehhh? A: You get the creme of the creme. B: You help…
Hello. It's not a bad sense of motion, per se. I think you are too far into the painting to now get a sense of motion as that comes with a)poses and b) composition and c) you can use effects such as blurs if done correctly. The poses would give the best sense of motion, so think like än animator with squash and stretch…
A. Don't paint the high res, paint the final model. UVing your high res model is a waste of time unless you have very specific reasons - which you don't because you're asking these questions. B. Don't fanny about merging high res models together unless it makes your bake look better. Use every dirty hack at your disposal…
So, this is about where Im at at the moment, just made my own skydome, had fun messing around with the r,g,b channels to get the stars twinkling and experimented with lofting strips of polys just under the sky dome and making a moving space traffic texture with larger fast moving ships on the red channel and smaller slower…
I'm doing my best to learn how to bake better normal maps but I've come across two problems I can't figure out. * The first issue is Xnormal doesn't seem to be rendering anything below my low-poly at one of the gashes in the sword(A). However there are other areas under the low-poly that baked just fine(B/C) even right…
Thanks for the quick response. The Mat ID numbers do match in both. I want to maintain the continuity in the mesh when I bake my normal map, so if I separate the two blocks in the high poly as I have in the low poly then wouldn't it lose that continuity?(or transition whatever you want to call it) I should also mention…
she doesn't need the EU's help for that. As Donald Tusk said "The EU is not going to punish the UK. The Brexit alone is punishment enough". Given the less than rosy outlook, he's about right. For the next 2 - 4 years, until the dust settles, I can't imagine how the UK will attract foreign senior staff, unless they're…
Noticed an odd bug in Painter 2.3.1 just now: If I go from shaded view to single channel view, and cycle to the base colour, them switch back to shaded with m key, my project shows up wayyy glossier than it should be. Switching from any other single channel to shaded is fine. Switching to extra maps with b doesn't seem to…
Step 3 is what you should be doing but you need to use edges properly so they don't flow into areas that you don't want to be sharp and split the model up into pieces so it's easier to control. http://www.polycount.com/forum/showthread.php?t=56014 Mega thread dedicated to showing off these techniques. Blender also has the…
A: Ray intersection; you can solve this by setting up your cage manually so no areas are overlappying, or by "exploding" the various bits that would cause problems in your baking app, generally via setting keyframes and moving the corresponding high/low bits X units in one direction. B. Cages: Cages can be simply a "fat"…