ok, so im in zb 4 now, been trying to figure out how to make spotlight work for me. i found out a ton of features i didnt know it had but i cant seem to get it to work like an image plane should. i want to line it up with my ztool and have the transparency adjusted so i can see both the reference and the tool and be bale…
Try this import maya.cmds as cmds
import maya.mel as mel #Get all the transform nodes that have hg in it's name
geo_list = cmds.ls('*hg*',type='transform') #run through all the geometry
for geo in geo_list: #Ch=0 so that the soft edge won't end up in history cmds.polySoftEdge(geo,a=180,ch=0) #Get shapes to assign material…
Here's a quick video to hopefully highlight the problem a bit more. https://files.facepunch.com/mattisaac/1b3111b1/2018-01-31_21-29-49.mp4 I've managed to get it baking with Xnormal now too but I think when it uses the normals as a base to bake on to a different set of UV's it uses the new mesh/low poly's tangents - where…
One thing that immediatly hit me when looking at your first scene is a certain inconsistency in material usage. While the outer walls of the cathedral are made from big rough stones the style of the door-arc is much more refined, intact. I don't know how to express this: Your outer walls scream: medieval gothic cathedral…
played again yesterday, and why i think it looks pretty good (props to all the polycounters) it feels like an enemy territory mod for battlefield. I definatly don't dig the asymetrical play. and so far none of the classes i've tried really seem to be memorable. I'll give it a few more trys when i get to play wiht more live…
Hey BestArt well done on finishing your character! Some stuff that might help: in this case the amputation doesn't help. It doesn't help the narrative of the character. The render at the top is pretty flat. There is no drama and it isn't very interesting to look at. The bottom render has some real potential except it has…
It's just a general concept. The rear will be lightened up. Think of the lion's face being one thin piece of metal with perhaps a border for strength made out of brass. I've looked at a lot of helmets for archers as well as the ones in Medieval warfare and none that I can see have face plates, they also would hinder sight.…
I agree with most of the above. From what I can see in my area: TechArt, Rigging, Tech Anim and UI/UX are always in high demand and people in those role can sometime rise fast in senior or lead positions. Concept art is the opposit. Even highly talented and experienced artist can have a hard time getting a job, especially…