Hey all, I've recently been trying to learn the maya pipeline so I apologize if this is a newbie question. What's with these annoying lines flagging each individual vertex in maya. It really pollutes my viewport and I can't seem to understand how to get rid of them. Any ideas?
Hey guys I am currently writing this upsidown whilst squinting my eyes and developing a headache. Clicking links is hard. Gonna post a link to explain before I throw up... urgh... excuse any typos, for obvious reasons. http://therevolvinginternet.com/
saw it last night. i loved almost everything about it EXCEPT crappily portman. man she stinks at acting. i wanted to punch her in the face. she should stick to movies like garden state, ones i will never see.
There is one part where Im stuck tho and I need some help. I'm working on the barrel right now and I get pinching with this block that sticks out of the barrel. Does anyone has tips on how the topology should flow in order to fix the pinching?
Hey BeanCube, the computer board is looking great, but I feel that some of its components could use a bit more variation as to how far they stick out, if it will actually be seen up close. Other than that I like the slickness you got going on. Keep it up!
Hey Shasta - Is it typical in games to have the windows/doors/other things stuck on to the building without welding it to the base mesh? It is typical for games to just stick on doors / windows / other things without welding it. The way I did it is pretty acceptable. Thanks for the compliment! @Fly-Soup On it :) .
Agreed, especially regarding the bedroom and the professor layton piece looking great. The only thing that stood out negatively to me immediately was the UV layout of the market stand. There doesn't seem to be a good reason to have the tabletops/shelves rotated at 45 degrees and have the edges stick out that way, only to…
The first thing I noticed about your M4 (and actually most of your props and weapons you have on your portfolio) is how bland the lighting setup is. It looks like a single omni with materials that have a very low specular. Have you tried out xoliul's viewport shader yet? It allows you to use many common engine shader…