I use Styx purely for transfering just the mesh so I never use it for polygroups/polypainting. The power of it for me is that it preserves the scale perfectly every time.....forever..... :D essentially giving me the power of Zbrush's tools within Max. It effectively combines Max/Zbrush into a single application because…
It's not suddenly caring; you could never reconstruct levels below one with triangles. It's not so much a polygon reduction technique as it is reverse subdivision. If there was anything to reconstruct, your mesh would have been currently all quads (the triangle being 3 quads). Once it hits topology like that, it would have…
here's a video that covers this: [ame=" https://www.youtube.com/watch?v=XYWj3zGXSjM"]Creating Normal Maps -Baking using Transfer Maps in Maya - YouTube[/ame] In basic/general terms: 1. have a low res 2. create a high res 3.only select the low res go to rendering and transfer maps 4.Then select the high res and add the high…
I had the same question after reading through their character texture guide. I work in Maya, but once I've got my High and Low poly models ready for texturing, I usually start by baking out Normal and AO maps in xNormal. I've had much better results there than using Maya's 'Transfer maps.' Using Maya to render out a Point…
@ 7, Its a way to transfer your tile work to a unique unwrap of your building. Kind of like this. The model on the left is unwrapped to UV1 to make good use of the tiles, when you look at the UV's they're a jumbled, stacked mess but it works really well with the tiles. It doesn't look all that bad, but it lacks unique…
now Im living in Canada but i can provide some rough info about SE in southeast asia is pretty cheap, but its all depends on economy growth. and city/country location. ok let me estimate am ideal single white collar living cost on my home city back in Southeast asia called Jakarta (so to let you know this is not estimating…
Practice & Portfolio to do list. Hard Surface ~ -Standard Scfi tower x 4 -Floaty Scfi tower x 2 -Wall Set (four tile-able pieces) x4 -Wall support x4 Props ~ Good ol'crate x 4 House x 4 Central building x 4 Landscapes ~ -Dessert x 2 -Tundra x 2 -Jungle x 2 -Tropical x 2 -Ruined new age city x 2 -Ruined old age city x 2…
I still haven't recorded a video, I'm adding finishing touches to the scene before the final render and have started working on prop showcase scenes, but in a nutshell it's like this: on separate layers, I paint a branch and all the leaves with masking tools - completely manually, by hand. Then I use those masks as anchors…
Current progress: Quickly brought the windows in-engine, and also put together the beginnings of a decal sheet for all the lettering and stuff. This is an RGBA set of packed masks, each channel corresponding to a colour parameter in-shader. This lets me re-use and re-colour elements such as the logo, which appears multiple…