I took a look at your input maps and mesh and was unable to reproduce this issue on my end. I'll suggest creating a new project and seeing if it continues. One thing to note is that your input normals are significantly tiled as though you used a repeating texture across them - you might want to look into using DDO's…
i kind of think that her feet and boots are too thin overall to the body... Also the bottom part of the trousers could use some more gravity.Minor details, you dont really have to do those.I love your concept, overall the character is very nice, i'm digging it! And one last thing, the wooden part of the weapon looks more…
Hey all. Continued working on the model for my new limit, 2000 tris. Already worked the head and torso and I have 1792 tris so far. Next place to work on will be the thighs and then the foot. I don't think the arms or legs will need much work since they are not that round or soft surfaced as compared to the other areas,…
As far as i know its not working with 7.01 well actually it is but with a work around, and than it will not be fully working Sir Sebastian didn't update his site for a longtime And most of his tools are integrated in maya anyway (no not the beloved soft transformation tool, man i love that thing) So to get something close…
I for one haven't had any issues with my cable (my cable goes between the back of the desk and the wall) not around my legs, wheels of the chair, monitor, soda and my imaginary cat. But as someone brought up. How's the latency of this? I personally don't think it will be a problem but you never know. If a "gamer" mouse can…
Gotcha thomasp, had to ask anyhow. I'm thinking maybe the best way to sort soft-alpha is to use separate surfaces only for the highest LOD, then combined as one surface for lower LODs since sorting errors are less noticeable further away (and the alpha can also be mipped down to a harder more-solid gradient, so the…
Yeah, I'm using Maya's soft and hard edges. I'm hoping the way I've done the cylinder cap on the exhausts, and inside the flamethrower are ok the way they are. Other than that, I have one question for Maya users. Why are the fenders rendering almost black? Their normals are all pointed out, and they have the same material…
yeah that always pisses me off, because they're one step away from a nice feature. You can go to window->rendering editors->mentalray->approximation editor and turn on subdivision approximation for the selected objects, but that's extremely inconvenient :( My biggest overall requests would probably be 'edge constraints',…
Hello guys! Here I opened this topic to showcase our indie video game updates and elements we are working on we are continuously developing. Team: RAM Studios We are an indie developer team consists of 5 members and few volunteers joined to support for the concept. We have a main programmer, AI programmer, level designer,…
What does the low poly look like without the normal map applied? Usually, this sort of artifact is caused by having hard edges on the low poly mesh but not splitting the UVs up at the hard edge borders. So the solution would be to make sure the edges on the low poly are soft, or to separate the UV islands along these…