Said it before game art is hard, well for me at least lacking fundamental understanding most of the time then spread misleading/parroted info Thank god for Polycount with a living reservoir of knowledge for those of us to learn from: Thank you for the correction everyday day here really is a school day!
Looking for Rigging specialist to modify, strip and optimize metahumans rig so we have a de-cluttered, smooth running non modular (metahuman system) rig with the same operating level. Need to also add some additional controls with helpers and blendshapes that involve NSFW work, must be comfortable with this. Required good…
Cube maps will give an ambient light biased off a map you use. You can download some from http://www.humus.name/index.php?page=Textures don't use these to make money, but for personal projects they are great. Plug the one you want in the Cubemap space in a Post Process Volume, you can adjust some settings for it in there…
Max doesn't smooth the seams of your UV Layout when SubD-ing. But there is some kinda hack to get working UVs: Add an edit Poly Modifier below the TSmooth and Split all Edges (yes, all), go to Utilities > Channels Info and Copy your Maping Channel. Then delete the edit Poly Modifier and Paste the Mapping Channel. Have a…
NOTE: look to the bottom of the thread for updates on the script I wanted to locally scale some UV shells and found that Maya didn't have the functionality so i wrote a script to do it. I included a lot of info about the script so people can use it to learn about splitting an array, appending to an array, get min and max…
I guess it would be useful if you could create a db (datebase) or thumbnail zip archive file with a index of things. That way Max files could be batch processed into small indexed files that contain the thumbnails and perhaps some ini or XML based info table with the stats. There are several other scripts out there that do…
Alright, here we go guys. Hopefully I didn't get too image happy. :) Forgive poor image compression on most the image. I opted for quicker loading over quality. Except for this first one. This particular set of props was meant to be a quick and versatile. Borderlands (and their level designers) are notorious for re…
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
OK so far I have The TurdHAVE contact info blankslatejoe----HAVE contact info PakHAVE contact info sinistergfxHAVE contact info DazHas my contact info Rock StarHAVE contact info Scott Ruggels----NEED contact info LuxuryNEED contact info PseudoNEED contact info My e-mail jay@vitaminjay.com