ElysiumGX: That sounds awfully like defending a horribly outdated import/export system :) In this day and age there is really no excuse for processes which involve arbitrary text file editing, 3 different formats to align and keep up to date, and various other things which make the process far from efficient. It should be…
I'm about to convert a massive >200 page user manual into HTML and CSS. It's in MSWord format, which has been a pain. Now I want to convert it over, make it easier to use and maintain. MS makes a mess in its pants when it tries to write HTML. All the images are gone, the tables are in shambles, there's pee all over the…
Hi. I have some problems with editing curves in Maya graph editor. I created custom rig half by hand half in m-gear. I have some curves in rotation XYZ. When I select one rotation key on X axis and trying to add new point to this axis- Maya add 3 keys on each axis XYZ When I trying to move horizontally one key on X axis-…
Thank you pretty much answer's what I had in mind so looking forward to updates :+1: Edit: Couple of links that might be useful, they're hi-res pics of commemorative tributes too WW2 soldiers that served with them. https://www.gunsandammo.com/editorial/auto-ordnance-thompson-m1/363440…
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
Well, on some days things like the new Outlook/Word/wordpad "improved" UIs can really make me sad - especially when I have no other alternative to use. Of course, their article "makes sense" - but it also filled with what I like to call "bad good ideas". Yeah, right ? That seems to make sense, and whoever wrote that down…
Main differences between 801 and 901 for game art: * 801 doesn't have Mikktspace built in * 801 has the old viewport with less flexible shaders * 801 has no built-in Mikktspace so you can't bake a Mikktspace tangent normal map in Modo; you have to bake world-space and convert it with xNormal * 801 doesn't include…
awesome, great dump, really like the style, love hand painted characters like that if you can ever show a technical breakdown of character i would love to see it or even overview of workflow edit: didnt realize those were marmoset scenes, that covers the technical breakdown. thanks!
This shit looks pretty amazing, of interest to me was the voxel based tunnel carver and the road system. I can't think of another game on the market that has solved the problem of heightmap terrain tunnels and outcroppings. From what I saw in the demo most of the real time tweaking functionality was available in their…
Hi! Very nice progress on your cloth factory prop so far 👍️ Looking forward to your updates. What do you have in mind regarding the workflow? Highpoly to lowpoly, uniquely hand painted lowpoly, vertex colors, textured by trims/atlas, anything else? @Fronk3D I tend to edit my posts when nothing was posted in-between.…