*Update 2* *Update* (See post 13) Hello Polycount! Very long time lurker here that has finally decided to post something! Currently I'm a student in college working towards my Game Design degree, leaning towards the art side of things. I'll be finishing summer 2012 and hopefully have some kind of job opportunity lined up…
hey, I like the overall atmosphere you got going. I think something in the middle could still be a good idea. My main comment would be that the composition is lacking focus/structure. Maybe you could lift the floating structure higher up so it becomes more of a triangle composition? Scattering in some rocks could help to…
Hi there, I'm making terrains using Mudbox, but the only way I can get it out of Mudbox is to extract a displacement map (16bit integer .tif) or (32bit floating point .tif) which can be used as heightmap, but displ maps aren't precise in details I get extra black/whites here and there. Anybody knows another way to export…
Anyone know if this is possible to automate or do without a great deal of work in Maya or Xnormal?. I know that baking without an envelope respects hard-edges but you lose the ability to bake floating geometry. I tried selecting all hard-edges and using the "separate selected edges" bonus tool command but it is worthless…
Hey I had a question regarding, UDK material editor. I am wondering if there is a way to set up a material that will draw the meshes vertices transparent based on their vertex color. The goal is to be able to blend some separate terrain meshes(patches) together by floating them on top of one another. example one mesh has a…
I paint in Mudbox. I tried painting in png 8bit, and now TIFF 16 bit floating point. happens with both. guess it must be my file settings that does this. the colors seems to have a problem blending together. for the first few seconds it looks fine, but then is slowly shows itself and grows bigger. is there a name for what…
@Elivenger, Thanks for the feedback and the link. Good point about dirt anchoring. It will help reduce the floating effect of the building. I did some using decal as I don't want to create a second set of trim and brick textures. I specially insisted on this front concrete corner. Here is a before/after shot:
first guess; select your cloth, in the properties, scroll down to Collisions change Quality, and Distance settings. select the Mesh on which you have activated collision (the object on which the cloth is floating on top) and change the Thickness Outer settings to a lower amount. Second guess; the cloth might have to few…
Just tried it with grayscale 16 bit depth psd from Zbrush. Nothing like that. Pixel values stay same. But it seems turn 32 bit floating point depth exr to 16 bit one when saving it from Photoshop so something weird is still happening. Affinity Photo doesn't change a bit in comparision
there is a script for maya floating around the interwebs that can shrinkwrap a mesh onto another. its called xy_shrinkwrap or something like that. works just like you described. you can make a cylinder and shrinkwrap it onto a characters arm or something. found a link…