Soo.. Heavy stuff in school reason for lack of updates, work has progressed forward though. @Ben: Ay, I am aware of that normal thing, I dont remember what caused my normal map problems back in the days, I might not have known about that then. @Vofff: tack for the link mate This is not as much an update as it is a post of…
Well, I've already completed four years of school (post high school - three separate courses). I've had over four years of professional games industry experience and now I'm looking at going back to school for another four years. Losing a year isn't so bad, especially if you want to transfer to something you enjoy more. I…
Ah, I've done so! I always bake on a triangulated mesh as I've heard it's better for the roughness map etc. :) I'll check if it's a triangulation transfer issue of some kind. Thank you for the lead!
Hey Snowstorm, it will be awesome if you make it! I'm sure people will post/tweet/etc the ticket sales when they go online and I know I plan on buying multiple just in case some PC folks aren't quick enough on the trigger since there's so many timezones here. As for accommodation and transport - if you look at the…
I dont mean to hijack this thread, but I actually have a very similar project that I worked on with a small team of 2 others that was done in the same merit. We were assigned to create a "realistic space" that could potentially fit in to a preexisting game world, but wasn't already in place. We worked on this project back…
I just went to DisneyWorld in April. Are you staying at one of their resorts? Or off site? Using a rental car? We stayed at the Coronado Spring resort and had the dining plan. Ate like a damn king while we were there and used the internal transportation systems to get around. It works out pretty well. Even if you drive a…
Hi! I'm working on a video game project by myself at this time, and one thing among many that I've been doing recently is creating a cartoony eyelid material in order to control a character's eyelids through a material rather than the usual polygonal eyelid. This is to make things easier to work with for this kind of eye…
I need to reduce the polycount of some rows of books I've made. It's for a library in a game, so there will be a lot. I don't want the books to be on a flat plane with all the books lined up exactly. So I'm trying to find the best way to do this. I've tried using the transfer maps option in Maya and it partially worked.…
I'm trying to bake a texture- the polygons have their uvs laid out one way for the texturing, and I want the same texture to be transferred to another set of uvs and get laid out differently when I bake. I've managed this before without problems via mental ray batch bake, and using uv override to point the bake at a second…
Zbrush transfer issue ok here is the story I'm working on the high res environment assets. I build the high res, retop, and go back into zbrush 4r2 and import the low res on top of the high and it should subdivide my low res and transfer the high res info onto the retop'd and uv'd obj. But every time I do this it asks me…