I studied the project and made a looong list of assets to create and tasks to do. Here are reference boards I had collected for the project Here is a list of the props, materials, and vegetation. and I will make a list of the buildings and modulars later. Every task/asset card contains a link to Pinterest references board…
Rube: Wrong. http://www.copyright.gov/circs/circ14.pdf "...a derivative work must differ sufficiently from the original to be regarded as a new work or must contain a substantial amount of new material..." It is no different than drawing from a photograph used as reference. If it is changed substantially enough, it will…
Not sure, but I think effects based on position in Painter expect monochrome positions and probably only read the first channel (R) when you give them a color (all axis) position map. Until we provide a setting in Painter to be able to specify whether the input is color or grayscale, you'll probably have to rebake your…
The Polycount Wiki has a lot of good information on UV mapping. http://wiki.polycount.com/TextureCoordinates http://wiki.polycount.com/3%20Dimensional%20Tutorials/UVW-Mapping Beyond looking at some of the links contained therein, I'd also suggest posting work as early and often as possible so you can receive feedback on…
Thanks Dan! There isn't a major difference between the two modes :) The very lethal one controls the way the gas from the two containers mix before the explosion and releases part of that gas right before it. The truth is that I just needed a reason to have fun with more icons and emoticons so I can't provide a proper…
That looks perfect, can't believe I missed that. Thanks! update: pm.polyNormalPerVertex(q=True, al=True) only works if all normals are locked. however this command returns an array with booleans quering locked for every vertex pm.polyNormalPerVertex(q=True, freezeNormal =True) so then it's just a simple if True in…
Worked on this scene last 2/2,5 weeks. I was trying to improve my environment modelling skills and raising the quality of my 'folio. Scene contains approx. 34k tri's 2x 2k textures for the walls and floor 3x 1k texture for several assets 2x 512 also for several assets 1x 256 for a decal and a few other small textures for FX
I'd love to send you a copy but it really wouldn't go down well. I do have a base mesh but it doesn't contain the embossed text on the inside of the case, so the geometry on one side is different. It's only the outer geometry that I need to be cleanly uv'd though - so could I still use the base mesh of the textless model…
Well, it's a container. I think it may be too early to crit. Depending how important it is and on how close the player/viewer comes to this object 1800 tris can be either too high or too low. Right now I'd say it's too high simply because it is a cube, and many of those modeled elements can exist in a well baked normal map.
Pew, finally made it :) . The Idea is a mining facility on a far away planet. The facility is constructed from many parts. So that, wherever its needed you just transport the facility building kit and plug the different corridors and room parts together. Kind of like the containers on a construction side :) . My WIP:…