Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
Hey Guys, its as easy as this: go to the file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel and remove or comment out the lines 132-138: 132 // // ------------------------------------------ 133 // // GoZBrushToMaya requires Mental Ray plugin. 134 // if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 135 // {…
You could save some polys by making the wings/flippers 2d or even alpha mapped if you wanted to be really frugal. I'd doubt at the (presumably) DS res, you'd ever notice the difference. If you smash a 512 by 512 texture down to 128 you're going to lose every scerick of detail and wind up with a big mush mess. Paint it at…
Like I said I didn't know who much detail you wanted in your model design this is why I said looks like 512's because 512's can get some pretty decent results. Though it does seem your after a more detailed style texture if your considering 2 2048's. That's all. Good luck hope to see some pimp'n soon.
Hey Polycounters, I'm trying to get some handpainted textures up to snuff, and would love some harsh critiques. I'm trying hard, but lack some skill. Hopefully I can get a push in the right direction from the ridiculous talent around here. Here we go. Handpainted wood: Working at 2048x1024, then deressing to 256x512 with…
After looking at the LP thread I figured this might be a good idea. rules: Maximum spec 2k tris 512 x 512 texture space (total) No normal maps Basicly the type of models found in older games, Q3, KOTOR, NWN etc etc. Also, if you have SDKs that meet the spec limit then feel free to pimp em here too. Just be sure to post the…
These are my max settings. I'm pretty sure the image has to be square so it can load it into texture memory correctly. EX: 128^2, 256^2, 512^2, 1024^2. Load your images into photoshop and first change "canvas size" to be equal to the width/height. Then scale the image to 512 or 1024. I always round up because there is no…
. <== type less / work more ==> lol. okay wait, so 512* for head, and 1024*512 for body. How would i go about makng a UV template for a "not-square" map? never done it before .and i was thinking that this guy won't need a 'back of the head' so i might just make 1 big 1024* and put everything in that? apart from that, how's…
I'm trying to get a bit more speed out of my computer without too much investment and thought I would get more then my 2 GB ram. My problem is that I can't quite figure out what they mean about the max ram for the motherboard. Its either that it can only have 2 gb ram or 2gb ram in each of the two slots. Wlso what kind of…
Warning - Image Heavy I've got a couple more things to show now. A lighting pass and a few construction pages. The textures used for these assets are 512 x 512 except for the mountain(1024). I'll ask my partner to post his construction shots as well. We pretty much copied pieces around to create the structures that we…