Hey magicians. I have something here which is causing me a fair but of trouble. I'm still relatively new to Maya scripting, so I would like to know if this is feasible. - Take one or more objects in the scene - Done- Get their input/history attributes - Done - Save those to a variable. This is used so for example only the…
We’re developing a stylized endless runner for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a skilled programmer, animator, and 2D artist. We work remotely, communicate via Discord, and share data through…
Location: RemoteContract Type: Freelance / Per-Level BasisStart Date: ASAP We’re looking for a skilled Environment Artist with solid Unity experience to help create realistic VR environments for Meta Quest 2 and 3. Our levels are small in size but highly detailed, with a focus on believable lighting and strong performance…
In my opinion, it’s best to learn multiple apps, as many employers will dictate which software they need all assets to be processed through for integration into their systems. Often in my experience the main app is Maya or Max, since these are generally easier to develop a consistent sustainable pipeline for. Blender is…
Looking good so far. Not sure if you're planning this way, but it usually helps to model & UV & texture single repeatable elements. So at this point you would only have 1 window modeled, and be iterating on that. Rather than having multiple copies of the window. Then once that window is done, you can duplicate it around to…
Big advantage I've found so far with Plasticity is speed and ease of iteration with a base model + learning curve is very forgiving. Plasticity is now my go-to for general hard-surface modeling while Blender is still my default for everything else (including retopo of what I do in Plasticity)
100% agreed Vig. Gaming consoles is literally the only field in technology that I can think of that works in ~7-10 year iterations like this. Imagine if we'd had to wait 10 years for the next phone to come out. Then we'd still be sporting flip phones. At the same time, I'm very aware that better hardware =/= better…
Problem solved. I think there is some glitch in turbosmooth modifyer, non-quad selection or exporting tools. Top picture displays part of the model with 1 iteration of TS. It created 2 quads with four triangles yet when I export it - it somehow counts it as 0 quads and 2 triangles ... Under top pic the model with no…
Hello, I'm currently making a character model for Kurt Russell's 'Snake Plissken' character from the movie 'Escape From New York' and I would really appreciate some feedback or some fresh eyes on this, as I'm struggling alot on the facial likeness right now. Bare in mind this is still polypainted version with no final…
in turbosmooth and meshsmooth you have iterations and renderiterations, while iterations are for on screen previewing and could be used for rendering too, render iterations just are an overwrite so you could preview you smoothed mesh in the viewport with lets say, 2 itereations and render it with 4 to have a smoother result