If your end result is to display the mesh in Maya, or to export to an engine that is sync'd up to Maya's tangient basis, then yes, Maya will always be the best place to bake. No exceptions, Xnormal/Max/Blender/Etc will never be better. Maya bakes near perfect normals when viewed in Maya's viewport or an engine synced with…
Have you thought of any kind of background for her? Is she a servant, soldier or some kind of one of a kind prototype that went through a lot of crazy shit? With a stylistic approach having a lot of personality/story is essential in my opinion. Right now a lot of the detail seems to conflict with each other and I feel like…
Hey man! I would advice you to keep the different parts of your characters as separate subtools. It looks as if everything (or most) is part of the same mesh. You will get a mesh that's way easier to work on that way! It will also look way better as you will have more control over your sub-divisions and overlapping…
Might asqwell bump this so I don't need to clutter the board with a new thread: I want to update my PC, it's starting to get old and it's starting to show (random freeze / blue screens etc.) I currently have this : Processor: Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz Video Card: NVIDIA GeForce GTX 460 RAM: 4.1 GB…
Yup. I have definitely seen it, especially in the last year or so. A few yearly release franchises like to have "Outsource Managers" and then outsource the large load of work to other countries where they mass produce the content. The managers will then take these pieces and optimize, clean up, etc. Whatever they need to…
I feel this is a very valid point. This allows you to ask the question, 'what makes a game fun?', in a more precise way(or more abstract way, depending on which direction you are trying to go). I would start with: What makes you enjoy the game? There are countless games I've enjoyed that I wouldn't box into only the 'fun'…
Make a list of software needing to purchase or if they will supply a license for the software for the term of contract. Then factor in living costs, etc. Id shoot for like a $45k+ salary (why not shoot for more if you are feeling confident, your portfolio is SOLID) starting rate right out of college as freelancing, but…
yea i was thinking that to tristan... dont wanna just throw another a shitty tattoo on her if it dont fit tho... going to play with the tattoo idea when i'm nearly finished this, since its something that can be easily added the final shot is going to be alil closer in so it should get rid of most of that space... only…
I dunno if they will, honestly because of its rpg nature the game/guns. The enemies dont seem to display any hurt or injured animations while being shot in any of the videos Ive seen so far. They do display cool death animations and attack animations but shooting them is just like shooting a wall, there is no effect as far…
I can't read your paintover for the life of me but... The way I go about it is I establish texel density from the get-go and I design my module pieces to the right size to avoid stretching as much as possible. You must be able to look at your texture space and see how long/wide, etc. the piece you will map to said space…