Unfortunately I'm only working with 3dMax, so not sure about how to do it in Maya. In Max I would simply merge the verts from the flat plane to the edge verts (try to keep quads/triangle polys). But first I would tackel the hole (& center cylinder): I would detach the inner hole faces to a new object and then use the "edge…
Glad to hear about all the changes and fixes. Is it possible now to force 16 bit processing throughout the graph? Even if a .sbs graph root is set to 16bits, I'm getting a couple of issues: Issue #1: - When 'specializing' a graph, the newly generated graph is always 8bits from start to end (including the main target graph…
It's true that the Aussies you'll find working overseas are generally good because they have to be to get a job over there, I wouldn't say that the ratio of good to average artist in the industry are worse here than anywhere else in the world. I would agree that for the most part our art education does need work, but from…
I wanted to try a design with more real estate for creating tattoos, it was quite difficult to get her not just revealing all though. Aside from that the facial scar and damaged eye/ear are really helping push her design as a badass pirate. I tried to make this design more rich with the use of a lot of gold and fancy trims…
Thank you guys :) I'm finally content with the weapon blockout. It's been a VERY long process mainly because I don't have the slightest idea how to do it :) Now that I've designed my first gun, I have a whole new level of respect for weapon artists because let me tell you: It's really not easy. What I was aiming for is a…
This won't answer your question in blueprint specifics, but the problem is more of a general one anyway. You want an actor to go to one of a number of points when something else triggers a calling event. There's two ways to approach this I can think of. 1: you have an elevator with a vector array that holds the locations…
The main thing i deal with these days is efficiency, finding the best and fastest way to do something properly, that's why I'm doubtful. For example, not being able to select/move vertices or being able to target weld means you have to use slower workarounds. And that UV'ing method looks like he needs to physically…
I'm not sure physics is going to be a good way to go, it will probably take longer to get the results you want then to just suck it up and model the damage yourself, create blendshapes/morph targets and animate them as the damage occurs. If you're animating the damage, you could probably need to set up a few progressive…
In case anyone was still in doubt, I love this series. :) I posted this in the Game Screenshot thread a few weeks ago, some of you might find it interesting: The newest S.T.A.L.K.E.R. (Call of Pripyat) finally made it to North America on Tuesday. I snagged a copy of the Collector's Edition (just came with nice packaging, a…
Hey, it's coming along nicely. Here's a really old scripted render effect plugin that does the color aberration effect. http://www.pxfactory.eu/scripts/rgbsplit/rgbsplit.html The basic idea is to render the scene, then take that rendered image and split it into the three RGB channels. Take the Red channel and offset it…