This is a bit "nerdy" :) I added some custom attribute handling to my max com server so I could attach values to objects so I could change those values with out having to recompile the prototyping utility client app all the time to see the effect. so the client app grabs the spline and the attached custom attributes...…
@cosmicsugar For Miranas hairdo, I personally prefer the one you did for her front view. The one using a flower rose as her ribbon on top of her head, with only one ponytail since it fits her best in my opinion, it feels so elegant. The extra glove feels a bit weird since she is already wearing another glove bottom.…
My workflow is usually: - Rough low poly mesh to "mass out" the model (no detail, but no optimisation or thought towards mesh flow or deformation). - High poly model, meshsmoothed. I usually do mechanical parts purely in Max and organic pieces in Zbrush, but you can do this step any way you want. - Low poly mesh (I usually…
MetallicSmoothness maps have the roughness maps inverted as mentioned. The packing is a little different to Unreal. the alpha channel has Smoothness (inverted Roughness map) information The metalness are the other channels. Usually it's the same information in the R, G and B. The normal map is openGL and the Green channel…
It certainly is possible. Portfolio quality is the most important thing, next is experience, then social skills (since projects are usually a team endeavor). You may have trouble obtaining a work visa though without finishing primary education, check with France and Canada immigration.
You'd be really surprised how forgiving larger AAA studios can be when it comes to time on an asset. If you give thorough and legit reasons for time spent on an asset or task, they will budget for it, especially for quality/efficiency/etc. Though, obviously there are deadlines, and they will not push a ship date for your…
I think ZBrush can UV-unwrap your highpoly model. It's called GAV/GAUV/GUV tiles or something like that. But yep, usually the highpoly does not need UVs. You can use xNormal to render the normals. Only the lowpoly mesh needs to be UV-mapped ( usually, unless you need the "bake highpoly base texture" feature which is an…
_mask1 - 32 bit, every channel is used: 1. R - detail map mask - ignore in most cases 2. G - diffuse and fresnel warp mask - ignore in most cases 3. B - metalness mask; controls where color and fresnel are suppressed - usually black 4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if…
@Alex_J Thank you very much for your quick response! True, grouping by type can be considered redundant given that the computer is already good at doing this on its own. However, grouping by “use” does make some sense. Rather than use, the appropriate word would be category. We can create models that we usually find in…
Also usually the mesh parented to the armature in the outliner is a a child in the hierarchy.. here there seems to be the armature selected first and then eyeslashes in the Retopo collection afterwards (different shadess of orange).. so this means: you are weight painting on the eyeslashes.. and not the hair of the model…