Just thought I'd make a quick little post to inform any interested parties; I'm going to put Zero here on a hold until I get myself a longer stretch of free (or atleast; less occupied with other stuff) time. I found some high quality official artwork depicting all kinds of nice little grooves, bolts and stuff like that and…
I've scoured the forums and the net to find out if it is possible to flip/mirror faces and overlap them in order to save on UVW space and time texturing. For example I would like to texture the hammer but to save time I would flip/mirror one side horizontally on the map and lay it directly on top to occupy exactly the same…
Ladnie ci idzie, zamierzasz dodac jakies czasteczki kurzu latajace? Mozesz tez dodac jakies stojaki na wina i inne alkohole. Choc nie wiem czy by to nie okupowalo miejsca i niszczylo troche caly wizerunek. It's coming together nicely, are you going to add dust particles floating around? You could also add beverage stands…
Yer sorry probably should have made it clearer I meant that many of the polygons of my high and low poly model occupied exactly the same space creating that quirky artifact where they are both competing to be rendered in the viewport. I was trying to actually hide the low poly or make it non-renderable during the bake to…
I can tell you that I'm watching a hell of a lot less TV since the writer's strike, but I'm not substituting with games. I actually tend to do more computer/internet stuff. My semester just started again, so I also have more homework to fill my time. My wife still forces herself to watch shit on TV just to occupy her time,…
Looks promising I loved the overall feel and vibe from Star Trek Online the MMO and seeing the crew at there chairs just brings me back towards playing it. It also had a pretty easy to understand UI, the space wasnt as big as Eve but it was designed to occupy/hold a few thousand players. As for the Art Challenges would be…
I made some good progress on the neck and am beginning to move down through the torso.. The forms of the back have always been a thorn in my side. There are only a few large muscles that occupy a majority of the back's surface, but there are just so many subtle changes in mass, direction, and curvature that I frequently to…
Sorry for not updating in a while everyone. I've recently finished an internship at SIXMOREVODKA, and have thus been pretty pre-occupied for the last few months. I'll be posting some updates with my personal work from now on. And I really think I've grasped painting a lot better after the internship. These are a few 1 hour…
It's polypaint (vertex color) data, UVs are irrelevant. Just keep the polypaint on a duplicated subtool. Don't convert it to a texture, dont worry about it's UVs. If I were using one just to store polypaint, I'd probably even delete the UVs to free up some memory. As long as your new mesh occupies the same space and doesnt…
it does seem like a high rez texture for something that would appear very small in-game. Really you should be aiming to match the texture to the largest you will see the object. So if the object is only ever going to occupy 128 pixels high on screen, you texture can be around this size. If it's going to be a handheld…