I originally posted this as a question, but found the solution myself. So here's a PSA : If you are struggling with a sluggish quad draw tool in Maya, break the mesh you are building into separated meshes. Just that easy, and your tool works without lag anymore. You can have a million vertices in the scene, doesn't matter.…
I can admit I am not perfectly sure I understand your issue . if the color ramp is too inconvenient you could use curve node. it's perhaps a bit easier to tweak since you can enlarge it and tweak the curve nodes very precisely . Also I would first construct a complete single height input for a single bump node. Easier to…
Definitely echo that sentiment. But to the original question, often the values are tinted different hues when brightening or darkening, depending on whether it was done in 3d using lighting with different colored lights, or in 2D using paint with warm/cool colors. Some examples, with…
Was my explanation poor? I'll try and be more clear. Lunch DDO; open a project or start a new one, It happens ether way. DDO's layer menu will be empty. DDO cannot "see" any layer or group that is in the root of the layer hierarchy Clicking on a layer/group in the Photoshop layer panel that is already in a group will revel…
You might have a "senior" with their head up their ass. Shitty egos happen sometimes. Just run it by them for feedback. Asking never hurt. Could also be the coworker misheard the instruction, or is blowing it all out of proportion. On lower end hardware, you can run into precision issues if the UV is really far away from…
The current version of the Suite should function as-normal for everyone using PS CS4 64-bit to 2018. Anything beyond that is unsupported, and the software will be discontinued at some point in the very near future. I can't speak regarding plans for it yet but we're basically transitioning everything we do over to our…
Environment Art doesn't get enough credit. Look at what the jump from PS2 hardware to HD gaming brought. It mean every object had to be created twice. One for the high poly and another for the low poly. If every prop doesn't look as good, there is an outrage by gamers and the press. Even in terms of attention of detail,…
(only kidding :) ) But seriously, I use the same folder structure at work and at home, helps keep it consistent mentally. Pretty similar to lazerus' structure: Project Folder//Concept Ref /Concept /Ref /Geometry /Base mesh_base.whatever (obj) /High mesh_high.whatever (obj) /Low mesh_low.whatever (obj) mesh_cage.whatever…
called out from my slumber. Hacked up something with some gradient maps and textured brushes. I like what you're doing colorwise but it's just too much, it's hard to make all of those disparate elements mesh. Stronger just to simplify and rock with something consistent imo. This hasnt been passed by odium so i'm not sure…
roboy, for future reference create a "template" in Photoshop with your contact info at the bottom of the page. Like what I do is have the document size be 1280 x 760 or so. The extra heights gives some pixel room so I can add my name, email, web address, etc. Also it allows me to keep the actual portfolio image at 1280 x…