Generally, for the low I will break bits off into separate mesh chunks whenver they A. need to animate B. need to be moved or C. Will take an excessive amount of geometry to combine. For the high, everything that you can possible model as a separate chunk should be done.
ok so I need massive critique on Chun Lis forms before I can totally refine her clothes and other items Her feet are all wonky I know that much. Help me out a bit here B)
thanks mate, that's exactly what I was looking for in terms of workflow but I have a question. I would b modeling a complete suit over the anatomy but then I would add exterior armor pieces as separate objects, is that the right way to go about it?
It has gotten a bit easier to get a H1-B visa in the last year or so. This is because a lot of IT companies that were using up the visa quota are no longer hiring due to the financial crisis. You still have to meet the eligibility criteria though.
My name is Ibrahim. I am solo-developing Sophie the Zombie-Girl, a 3d platformer stylish-action passion project. I have 3 years of experience working as a professional Unreal Engine programmer and solid skills in 3d, animation, concept art, and VFX. At the moment I am at a university and have a part-time job as a…
Thanks! *Edit* - Had to try animating, updated my submission :) Love the variety of entries! I liked the style of the broforce entry, I thought about revamping mine to be blockier like that but decided to commit to what I had. Good luck to everyone! B)
You know what.. a user just showed me a way to do this. Just select the islands overlaping, leave 1 selected and CTRL+B and it will break. Simple and I haven't thinked about this before.. I just need to avoid welding the vertex again.
Ah, well then have you tried just using a decal to fake it? The only other thing I can think of at the moment would be to use a colored mask and project it with a point light, but I think CE3 only allows b&w masks for lights.
Awesome, got it working. Thanks for the help! =] As for my original question. I think I will make 2 different actions for the red/green curvature maps and the "cavity curvature" maps. And call em: Peaks/Pits (R/G). Peaks/Pits (B/W).
it seems to me that either a. studios are trying to save money just in case a game doesn't sell well. or b. the executives and higher up people are taking bigger paychecks to fill their wallets and cutting jobs mean more money for them. Either way it sucks.