I've completely forgot about the challenge for about a month, so, let's just say it's still summer. :D I want to complete my enviro tho ! 1. Draft lighting in UE4. Maya + some out-of-houdini parts. 2,3. I've decided to create the building in houdini too, and my house generating graphs seem to do their job!
@Bart : Thanks @SnakeDoctor : Yup, that's what I did but I make it in one piece (not really optimised but really easier for this kind of stuff :D ) but I could have make it with seperate pieces bent and snaped to grid. Kind of a hatch (232 tris) : And the Hi Res for the pillar (I'll put it on both side of the rails that's…
Hm this is going to be a tougher choice then i thought. The bamboo is roughly about 130$ here while the Intuous4 is roughly about 230$. I will probably end up with a bamboo pen and touch (because im a college student and moneys hard to come by of course) and I will let you guys know how i like it :D Thanks for your help!
Kazu Hiro, while talking about his prosthetic FX work for Charlize Theron's face in Bombshell, provides an interesting analysis of how he's had to adjust Charlize's face to Megyn Kelly's facial proportions. Hopefully some insight as to the sort of language and line of thinking for character art and face reproduction.…
I've finished all the modelling and have now started texturing, this is a first pass rendered in Marmoset. The triangle count is currently 119k which will increase once I create the hair. I couldn't find a good way to optimise the zips without losing the the detail, they are 23k tris on their own :( Will need to experiment…
I fixed some of the things Jeremiah pointed out and started working on the low poly. This is the first time I'm really doing a low poly, so I'm kind of hesitant on getting rid of some of the edges. However, right now, it's down to about 23k tris. If anyone has any pointers or critiques, feel free to let me know!
Left it running for a hour today, still no success. Tried putting it in a new scene as a .obj, nope. What's weird is even if I select just a few elements it counts it as 231 no matter how many are selected, weird. Surely there has to be a solution? All game studios will need to normalize their UV's yet there isn't a tool…
I agree with MarcoAntonio. If you are aiming a game ready model the polycount should be lower and use more the normal map. Here is an example https://cdna.artstation.com/p/assets/images/images/008/231/392/large/joseph-hobbs-0-1.jpg?1511352714 Do you also have a blockout or overall idea what the diorama will look like?
Im not sure but I think one guy on cgsociety seems to be using mental ray in maya(no gi or ao just normal lights) instead just so that he can avoid these kind of issues http://forums.cgsociety.org/showthread.php?f=234&t=598732 As you can see from his results it doesnt quite look the same as a viewport render :P
15 seconds on ssd? man, i havent used UDK in a couple of months. I guess i forgot how slow it loads. Earthquake: I'm gonna be using my 24" HP w2408 that ive had for 3 years (its a great monitor). and the one i just ordered is a 24" Asus VK246H for $230. Its a TN panel but oh well.