why not reuse some of that uv space rather than map everyhing uniqe. for example sides and front back piece. the stickers could be decals and the $$ / gallons dash could be intersecting.
I fiddled around with SpeedTree not too long ago. It's a pretty powerful tool. It has some really good example files that come with it, too. The automated rigging and deformation is fantastic.
Senior artist is the one who likes to fill their day with silly responsibilities like: attending meetings mentoring junior artists communicating with other teams setting an example writing docs
I wonder if theres a defamation law suit in this. the guy's arguments are clearly unfounded and damaging our industry. Surely EA for example, could slap him with a massive lawsuit... right?
CafePress is pretty shitty quality. They were just an example of the type of service I wanted opinions on. I think we'd have them professionally printed if we do them.
I've tried something like this In UE3 already. It should be perfectly possible. The example I made looked pretty good but had some issues that became apparent on closer inspection.
There's a good example of how to do a shoulder rig with armor here: https://polycount.com/discussion/200175/rigging-a-spaulder-an-easy-way-a-simple-way-to-rig-shoulder-armor
Hi As you can see in this video the auther shows absolutely vertical orientation of gradient map but it's obvious that it is needed to use different angles - for example 57 degree and so on How to do it?? https://www.youtube.com/watch?v=V_hgmFeEMPE Thanks
Hello, I wanted to know if you apply for an AAA Studio for example Ubisoft if its a plus if you already created Games on your own (Indie Game) i would be happy if someone would answer that