that requires a large number of variations of different characters how large is large ? worked on a football game IIRC almost 600 individual "characters". In that case It was a single head (with expression morphs) and a an individual head mesh as a base morph target for each player. We had automated tools to generate the…
It actually depends on what your target is. This concept art is from a videogame, and given the size of the object it would never require that many texture sets, even if it was a hero prop game asset. If it was for a vfx it might be acceptable for very high detailed closeups. As a game prop I would imagine the lead to ask…
Depends. What's your target hardware? Most people always assume PC/console is the target. But if you're doing mobile, or VR/AR, baked AO is nearly always going to win over realtime/screenspace AO. The hardware just can't handle it.
As the title suggests, ZBrush's decimation master is only decimating half of my mesh. I've basically created a diff mesh from a morph target. All the data on the diff mesh remains while the original morph target is decimated. What am I doing wrong?
MARI has a feature called 'Linked Patches. Basically you can say that one patch is the source patch/udim and define target patches/udims. Whatever you do in the source/target patch will automatically show up in the other patches/udims.
for those saying 60 polys is too low, low is completely relative. Depends on where your camera is, how many trees, render distance, art style, target platform, what your Lead or in this case Professor says the target polycount is, etc.
No need to animate, i was just looking for something quicker than hand placing. what i ended up doing what just making a mash network for each curve and make a new target mesh for each as well. it was a bit of clicking, but then for each curve i can rotate by adjusting the linked target mesh. some final cleanup on…
This looks like it took a lot of work and it's clear you mean well. This goes for attribution, too, at least in my understanding, but if you use material published under a Creative Commons license, for example, you'll have to link to that license and can't restrict the usage rights that were originally given. Your…
**Woops accidently opened the thread without anything in it** Hello, I'm getting a strange error when rendering. Look at the shadows in the picture i attached. makes it look like the object is floating?? but its going right through. Using Target spot skylight and omni. Target is casting shadows and skylight too
Also, to add to what the lads have advised, if your target is mikkt synced then just bake in xnormal: single smoothing group/no cage/tangents&binormals unchecked in .fbx export (baker and target will compute this) and you should get a perfectly seamless bake.