well i would usually just pelt the head, then delete the half i dont need. That way i get the shape im looking for. Cause i get what your saying unwrapping it as a half does not yeild the results you looking for, thats why i say do it like a whole head and delete half after then just layout the shells. But like i don't…
If you want good foliage out-of-the-box, CryEngine is the best bet. If you want an engine that is used by the most studios, Unreal is probably the best bet. Dear Esther uses the Source engine. Eidos uses mostly custom engines. Unity is used more often by smaller studios and indies than by the big studios. But the engine…
I try to get people to always bake out an AO map for the high rez. Why? You do it once and it's always available for later, with colour transfer. You spend your time making one high quality bake and get the errors out of the way. You spend your time on the transfer, and just deal with transfer problems, rather than…
Until I can get that shader to work dudley is my 2ndary project, I want to finish him but shaders are a new strange alien world to me and ive been trying to get all the help I can get from it but just havent had the best of luck with it. anywho yea like I said that model you see posted above im redoing due to a mess up in…
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
Hey guys, I'm working on a block-out of a basic environment and am trying to setup some basic lighting, but I'm having an odd issue where my preview/build lighting light is way different from the lighting I get in-game. If I build lighting, I get the normal lighting I want. If I try to go in-game just after doing build…
If I have any geometry in the viewport with Mia Material X applied to it then everything displays ok. As soon as I connect texture to Mia Material X the geo in the Maya viewport goes pitch black. I am having to apply textures using Maya Blinn and once I am happy with the texture placement I reconnect texture file back to…
I think your stuff looks good, specially the hedgetrimmer. You're crearly improving on your texturing, tho if you want to apply for environment art you're probably going to need to add some environments as the other guys have said. Also from one spaniard to another if you live in Barcelona you're probably going to have it…
I was wondering how I can make these textures look more realistic. I’m not done painting this but figured I’d come on here and
get some advice. I am in Substance painter right now using a neutral lighting
set up… I eventually plan on bringing this in Unreal and giving it a warm sun lit lighting
through the window.
Slum: quality and simplicity of workflow, its a lot easier to get really good results using object space, you can add as much geo to your cage mesh to make sure things render out straight without worrying about screwing the smoothing with the end result. The main thing is just getting it to render out a really nice, clean…