As the game assets are processed to be used by the game engine, the vertices that border the UV islands are split. And they are very weirdly split at that. The torso is split in half, the underside of the breasts are disconnected from the ribcage, and each of the legs separate at the hip. Worse still, the torso is a…
I'm working on some Napoleonic era character. Currently I'm still on sculpting in Zbrush, but I took some fast render and done some rework in Photoshop. I was not intending to create something big with this coloring in PS, but I really had a great time. Since I'm still working on head sculpt, I'm welcome for any advice…
I made these 3 background buildings last week. They are intended to be medium and far distances from the camera and never too close. Im gonna need at least another 6 or more to really fill out what Im after. Each of these took me a day to make so Im still feeling pretty good at what Im trying to chew off. I try to take no…
I uploaded the source files of how to sample MagicaVoxel assets as volume textures in Unreal. The included shader is very basic and only intended to show the texture sampler setup, and does not do full shading, and the tracer is basic too. Use the texture sampler function in your custom ray marcher. Inside MagicaVoxel,…
That is amazing work! As a 3D guy and a HUGE Jaws fan who has seen the movie over 1500 times, I have to give you MAD props - no pun intended! Anywhere to get a copy of this? My only critique is a continuity thing: You're showing 4 barrels (actually have one yellow barrel in my dining room!) which means the model is at a…
I've altered my post processing I do to these renders, which is why they look a little different. Unsure if I'll keep them this way. Though note, .gifs wont have this same process... to much work. I've made a fair whack of progress this weekend, mostly getting some of the finer details; pipes, hooks, lap irons and such.…
finnaly got a day off work and worked a little more on the script, now works with bevel offset on lmb and bevel segments with mmb, and shows the current value of the attribute on the hud. just extract this into your maya scripts dir. https://dl.dropbox.com/u/2360554/mayaScripts/pbTools.zip and make a button that executes…
Crytek suggest to use big chunks for using mudular pieces in their engine. I believe you can read about that somewhere in the documentation but it's also what some of their artists told me. Basicly for a building you wouldn't make a module for each window piece but a big module that covers 2-3 floors of the building. As…
TY for move. I was not sure where to start this thread :) Yep Z-spheres are very nice, me and sculpting are not so much friends :poly142: To paint it is OK but to sculpt not so much. The way I intend it to behave is more like kitbash set rather one single mesh. I would like to collapse to "one mesh" after kitbashing new…
I saw it in 2D (Not big on the 3D hype), but I'm really curious to see it at the 48FPS to see if there really is that much of a difference. I did notice, especially in the early pans over the dwarven city that elements were not in focus. That took some getting adjusted to, and once we were in the Shire, it was no longer a…