Im currently optimizing several characters for a mobile game, to improve performance there its good to have the verts of the skin with as few bone influences as possible. So what i basically want to do in 3ds max is to set the max vertex influence count to 2 of all the verts in the skin. That it then somehow get…
I'm trying to find out if it is possible to have a wrinkle map inside of tool bag 2. I am working on a model right now, and am wanting to try out wrinkle maps on it. Since toolbag2 does not have the ability to use animations, if I import a model already in the pose, that is implementing a wrinkle map. When I import the…
Title says it all, I would like to use designer to process some terrain height map (they usually comes in non-power-of-2 size, such as 1081x1081), and game engine like Unreal also expect the map to be non-power-of-2 (such as 1009x1009). So I attempts to procedurally preprocess these height map then resize them to Unreal…
I've created a shading solution for Unity similar to Dota 2 : Game Shaders Volume 1 - Dota 2 I am currently working on shaders for static lightmapped objects and I need assets for testing purpose. I thought about using the Dota 2 map or at least a part of it. But I don't want to spend to much time at creating it again…
Hi Polycount Members I am looking to interview several Dota 2 Workshop artists for academic purposes (i.e. a masters dissertation). If any of you are interested, please comment below and I will start a private conversation with you. The interview details below - Approx. 45min over Skype at your convenience - Your identity…
We are pleased to announce to you the Guns 'n Gear Steam Workshop contest for Tripwire Interactive's Killing Floor 2. The folks at Tripwire recently launched an art forum right here at Polycount and are kicking things off with a great contest. The winners of this contest will walk away with some cash, a chance at a…
What is the solution to get max to correctly proportion uvws in edit uvws? It internally even if the texture is 1:2 with bitmap size set to reflect a rectangular area still places the planar maps as though the texture area was "square"/1:1. In short, it will stretch the uvw layout across. Which then if you use to texture…
Hi Polycount Members I am looking to interview several Dota 2 Workshop artists for academic purposes (i.e. a masters dissertation). If any of you are interested, please comment below and I will start a private conversation with you. The interview details below - Approx. 45min over Skype at your convenience - Your identity…
Okay, just learning Maya 2010 (coming from Silo), so hopefully this is much easier than the software has shown it to be thusfar: I create a 6-sided polycube (no extra loops), select 2 border verts and can't figure out how to create an edge between them. What's the magic Maya terminology to do this? In Silo, I just select 2…
Right on schedule *record scratch* Valve has released the Day 3 Winners for the Dota 2 Polycount Contest -- this time announcing four winners instead of three. We now know 10 of the 11 contest winners, with tomorrow bringing the announcement of the Grand Winner! * bugball's 'Eleven Curses' for Doom Bringer * PoPcorn's…