Indie game "Bloodlust" Vampire RPG needs some Animations re-done. http://www.lasthalfofdarkness.com/bloodlust (theres a downloadable demo and video so you can see the current level of animation quality - it needs to be much better than this) The current animations are pretty good.. but not up to todays AAA standards so…
Hello im having problems with displacement maps generated in zbrush and rendered in 3ds max 2012 vray 2 using the vray displacement modifier. The displacement map has seams :-(, i tried what i could but they still persist. - Using just the displacement map (not normal or diffuse), and in vray displ. modifier - 8192*8192…
Hi everyone, I'm currently working on an aircraft weapon component (missile) in Maya 2012 with the intention of bringing into a somewhat dated engine that does not support normal or specular maps - only diffuse. I have some details such as normal mapped rivets along my model that I need to bake out into a light map. I…
Hi there ! I'm working with 3Ds Max 2012 and been making some models to use for Source Engine. I always had troubles with uv seams and after i found out about the viewport canvas tool, it was like freakin christmas to me :) . But now everytime after i got rid of the seams with using the Clone Tool in 3d viewport and after…
As the title says I am looking for a rig tester .You dont have to do anything specific other than just test the rigs to tell me if they have any major issues in doing animations .Also I am putting up this 2 freely downloadable rigs to give you guys and girls a sample of the quality of rig that you would be testing .if you…
I wonder why you're using the Auto Smooth option in Blender? That would seem to be overwriting the incoming vertex normals? About synching: The glTF specification says renderers should use MikkTSpace tangent space with the OpenGL X-right Y-up convention to render a model with normal maps on it. Which means the baker needs…
Thanx 4 th wireframe. Keep your polygons as square as possible. Rectangular polys (long thin) don't behave well. Wherever possible don't intersect polys. It looks like you have alot of interpenetration going on. You should carve out all your internal polygons to avoid polyfighting problems and lower your model's polycount…
Breakdown Interior Assets In this post I will give a short breakdown on how the creation of an interior Asset was done for this project. First, environment assets are split into different areas, areas that use material layering for texturing and areas that don’t. For the door below, the blue areas are shaded by using…
Yes thats right. Now lets go into some basic concepts: 0-1 space: You will use one set of textures, uvs are contained within 0-1 space regardless of the texture resolution. There is an exception with tiling textures, where the uvs can go outside of 0-1 space since the texture repeats. udims: Different concept, you assign a…
In order to make it possible with Keyhydra we had to re write entirely our own shortcuts system, our own structure, our own UI . Yes it can be done by script. That is what I did at the beginning back in 2010-2012. But that don’t allow to do serious and really Powerfull stuff as updating and maintaining a script isn’t user…