You can do this kind of projection painting in Maya, workflow is a bit of a headache but you can do it. Set a camera up with a view of the area you want to texture, render that view (and save this camera), take the rendered image to photoshop and paint your texture over it, bring the painted texture back to maya and use a…
Alas... The car isn't done, officially putting me behind schedule.Yet I must move on to the alley if I am to finish (hopefully) this project before the start of the semester. Here's where I stand with it : Below is a wireframe render, above a car material I've tried putting together using dx11's shader inside Maya as well…
Tried to lighten up my renders. @OtrickP: I'm rendering in mental ray for these, couple of tinted accent lights (blue, yellow) using contours to render the the wireframes. @GeeDave: Probably clean, but I'll experiment a bit when I get there. Texturing is the area where I most need to improve. @Stertman: Agreed, I'll see…
"There is a UW mode to the editor but I can't find out what it does and moving the pieces around doesn't seem to do much of anything." That´s the way it should work and has worked for me in the past. uvw is just the same as xyz basically. The "camera" looks from the top, so if you have overlapping uvs the ones higher on…
Hi there! I really like your newest UE4 piece and I think getting some more solid examples of that level will help you land a job. I think you're well on your way. One thing you could do is re-render older pieces: for example, the typewriter renders stand out a lot. I'd say re-do those renders one with better lighting…
You can't rig a mesh inside zbrush for any exportable animation, only for posing. The exception to this is if you're rendering the animation off as sprites or doing some sort of blend shape animation, and even then the animation and rendering tools are severely limited. Even the rig will be extremely rudimentary (no…
You should post the final images here Max! The rifle seems VERY clean. I can see the details in your flats, but they aren't reading so much in your render. Some more edge wear that's larger in scrapes, some powder marks at the muzzle to seem like it's been fired before. One thing about your render you might wish to adjust…
Finally, here's the highpoly model. So I wanted to experience some frustration and suffering, so I went with tools, completely different from ones I usually use. I did modeling in Maya, and rendered image (though there's not much about rendering) with Mental Ray. Previously I worked with 3ds Max and V-Ray and had just a…
I think I might just make a thread in PandP because I'm not getting enough crits on this board. Oh well, speed assest today, not entirely happy with it, just a simple rock I made in like an hour. I'm pretty bad on spec maps, gotta learn more about them. Its 256 tris with a 1024 diffuse 1024 normal and 1024 spec. Rendered…
Doing this on a forward renderer really does not make sense and never will. Doing this in a deferred renderer could work. So in other words, in UE3 this is really not going to work. Try Unity or UE4 I'd say and there it could lead to something. And a really detailed level would be far more drawcalls because you wouldn't…