the robot is only going to recycle the misinformation this is a subject that cannot be googled because at least half the people who write with 'authority' on the subject are wrong. The one good source of information I've found - and the only one I hand over to artists who encounter this - is the sticky thread about wavy…
You're assuming Musk wouldn't fire you one month in when you fail to show enough deference the mandatory emails listing your weekly accomplishments or when you don't show up after being summoned to HQ in a random weekend to hand-deliver a printed copy of your work for him to review.
Hi guys, id appreciate if I could get some of your help. Im trying to build this revolver with some parts smooth (handle and triggers) and some parts hard (gun base I suppose?) There is no poly limit, I just simply want to render out some high quality images of my model and I want to know the best way to do it. I have set…
Again, couldn't agree more with Hazardous. For every moment of great growth I've had as a student, I had to detatch myself from outside influences for weeks or months at a time to ride the excitement I'd built for the project at hand. It wasn't a sacrifice, it was incredible. Projects don't come along every day that grip…
I have been primarily a Maya user for a while now, but I have been messing around in Max. The thing I like the most in Max is using NURMS (which I think is the Sub D equivalent for Maya...correct me if im wrong there). I also like using smoothing groups to dictate hard edges rather than inserting extra edge loops. The…
We’ve all been there. You find a "bargain" 3D studio or a freelancer with a killer ArtStation, but three weeks later, you’re the one staying up until 2 AM fixing non-manifold geometry and flipped normals. The truth? The hidden cost to make a video game isn't the initial invoice — it’s the "rework tax." If you’re a Lead…
Hey All, So I've recently watched this video: https://www.youtube.com/watch?v=ciXTyOOnBZQ Explaining smoothing errors while baking hard surface objects. Basically saying that wherever you have a hard edge you must have a uv seam cut. Now I'm having a problem to get this working- I still get seam errors with separate UV…
That covers UV splits but not hard edge splits like eltarbos mentions. It's been a long day and I'm having trouble thinking this one through fully. Also, what maya version? Looks like polyEvaluate got buffed in 2018. -uvEdgePairs(uep) would be handy here at least. (how do i escape this textual hell?) I think a script for…
Hey, thanks for your reply and for the sugestions. I'm not going to apply anything from that to this character because what I had in my head for this guy is allready done, even though I'm not completly satisfied with him and it has it's errors most of which you noticed yourself, his soulpurpouse was to help me practice…