Hey thanks. Yes Shadows can apparently be used in Maya viewport shaders, though I think they will be local to the object (two objects from two separates meshes won't shadow each other), although I could be wrong. Looking in to it right now. Would be sweet if I could get it to work.
If you start in Zbrush consider making some scale reference object in a real 3d program first so you can build your character to scale from the beginning and save yourself some headache down the road. The reference object can be something as simple as a cube with the rough dimensions of your character.
A game needs to have an objective, so a way to affect the player's emotions is to make the objective be something that you wouldn't normally do (essentially, to force the player to do something unusual, with no alternatives). An example of this is "Calm Time", an indie game: - http://pewdiepie.wikia.com/wiki/Calm_Time -…
Batch Bake(Mental Ray) seems to work with 1 object with multiple materials. It will spit out as many textures as you have materials on the object. However they are corresponding to the UV layout. So it is just a matter of adding them together in a 2D-editor. Literally adding, as in Linear Dodge(add) if you're using…
You do have to be careful with this method. With a lot of separate objects, come a lot of separate draw calls and big hits to performance. To help with this you will want to combine those separate objects into one. In unreal you can combine a bunch of meshes into a single new mesh Window > Developer Tools > Merge Actors.
Wow, the results are definitely impressive. Can someone try to match the lighting results between standard normals and blended? So far blended normals seem to make the object seem alot lighter that it would otherwise be, which would make it stand out compared to other normal map objects in my mind...
Here's the test object. Included is: -Lowpoly version -Highpoly version -Tangent Space Normal Map, All soft edges -Tangent Space Normal Map, All hard edges -Object Space Normal Map Also try generating your own normal maps. Please do post results here.
Imagine I have a 3D object with a single solid black texture. I want to take another 3D object, position it so it overlaps the first, and turn any part of the texture in the overlapping area white. The end goal is to create a mask that I can export for use in shaders and Substance Painter. Does this capability exist?
What would be the best way to create spline lines around an object. Having them snap to the surface as they are created and be able to rotate around the model while still creating splines and not exiting out of line mode. It seems that as I draw the lines around the object, it exits out of line mode when I have to rotate…
I have the hardest time baking a smooth object to a low poly unsmoothed object. The best I've done is apply beveling to the edges of the low poly, and it helps a bit, but there are still artifacts and the added polys. I've been searching all day. Here's the high poly on the right, low on the left. Any advice would be…