first, thx for trying to help ok those are forearm pads, and both share the same texture because both pads uvs are overlapped to get maximum space. it looks to symmetrical when you look at it, so i took a couple of polygons in the uvs, detached em and moved em somewhere i had place left over.so both pads uvs are still…
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It kinda depends on what you are trying to do. I have only quickly looked over that valve paper, but it seems like its pretty expensive. If you had a few hundred destruction cuts on screen it would probably get pretty slow. If you only need 20 or so on screen and dont need to actually change the collision of the mesh then…
Nope. The TV series has excellent atmosphere, further amplified by its great soundtrack. This gives meaning to watching a series with a such a dumb plot. Ultimate has a significantly bigger budget - which was mostly spent on flashy FX, slow mo bullet shells and dynamic camera movements. Music is super bland, art direction…
The slow shutdown is something I noticed as well, and one thing I found that had a massive impact was the Autodesk Customer Involvement Program - CIP The issue is that the CIP invokes a TCP connection to the web during Mayas shutdown that does not time out quickly if there is no internet access, or you have a closed…
Loving how the CS4 canvas rotate she demonstrates live is slow as fuck hehe. Funny too that the UI stuff they show is most likely driven by that new CS4 flash-based overhaul that every artist I know genuinely hates because it just made the whole program less responsive hehe. But anyways, thats an old vid... who knows what…
can you show your model some more? It looks like it may be both a model depth issue and a smoothing groups issue. Also, the low is really low so you should expect a few things to not show up super amazingly.
I would get rid of the following: * Gunner - the anatomy is not great, and the piece is not finished * Humpback whale - It's just a sculpt and I don't think it's as strong as other pieces * Climber - only the images with the snow, I can kinda tell the snow was rushed as it doesn't look like how snow would rest on a…
Ok so heres the deal, our engine uses separate clip models for map models and the like in the game. These are very low detail, low poly models that are used simply for impacts and collisions in the world. All fine and dandy, basic stuff. But heres my problem: I've made a skeleton model thats to be posed in maps an the…
Ok I haven't used maya in like a billion years but the new ui caught my eye so I downloaded the trail. So to test it out I imported a model I am working on at the moment and tried to set up a view-port rendering. So is set up a basic phong material in hyper-shade with a diffuse/normal and the diffuse in the specual input.…