Update: Maya LT Extension 2 is out now. With NEW and awesome features, such as: IK handles, polevector constraints, OBJ Export and the new and amazing MEL scripting. Sorry for the sarcasm, but these are things that should never have been removed in the first place. Good to see they have listened to the users. Now if they…
https://neoekamp.artstation.com/projects/8zxAE https://neoekamp.artstation.com/projects/1yW48 yay I published I divided it into two showcases, one of the overall scene, one for the individual props. If anyone has any considerations for the portfolio layout, I am open. In the meantime I think I'm going to begin on a new…
I didn't know i can hide the low poly! Does it solve the occlusions issue during AO baking? otherwise, I finally tried Xnormal, and I think the result is pretty good... There's still some problems with my UVs layout, but I'll fix that later. I need to continue ^^ Here is the low poly, could be lower maybe... And Ingame.
I understand what you mean with the scale and layout FirebornForm. It's kinda hard to convey the whole idea in a one picture (atleast for me). Not really that good in level design, just trying to visualize the overall idea. Maybe I should try doing one of those blockouts at some point. Anyway, I did a painting to capture…
So I just went through and remade all my layouts for the lightmaps. It seems to have diminished the problem, but hasn't eliminated it entirely. Here's a shot of what it looks like currently, with the edited UVs I've found a few threads about similar issues that I'm going through now, I'll keep this updated! Any other…
If you're using overlapping uvs, IE: mirroring half the model, you'll want to offset one side of the uvs by exactly 1.0 units on the uv layout. This will ensure that the texture still lines up, but it will be out of the 0-1 uv space and it will not be accounted for when baking. DO NOT delete half the model and then bake,…
I use the UV-layout so I can select the UV-shells and expand the selection in order to copy everything. This way I don't copy too much and I won't have anything overlaying eachother in the combined normal map. What does froyok's normal map baker do exactly? I couldnt find anything about it on google.
Hey thanks guys. Today I worked on the Uvs. This is my final uv layout. My last attempt I didnt pack manually at all. I did, but modo crashed after my pack work was almost done, I was mad and skipped that part. I am not a good packer to be honest, but i think it will still does the job at least.
@ breakneck yeah you are probably right, i'm going to experiment with it a little more before i unwrap it so i don't screw up my UV layout later on. haha @willburforce haha thank you! I've had a couple of game characters with this sort of joint and haven't had a problem.....yet haha. how would you recommend knee joints?
Ha, the page finally loaded ! So yeah I have to agree that while the presentation sure is slick, it seems a bit dangerous to basically attempt to make it look like an official Valve update. I feel like the sets stand out on their own and do not need that ! It's great to see them shown as big renders on a scrolling layout…