Latest Shot (12/09/2013) Original Post Alright finally decided to start personal project and was busy with it for the past 3-4 weeks on my weekend and my free time after work on the weekdays. Set this project as a learning process of modo and UDK. I had a great time learning the software, even though UDK tutorials already…
Being real, in a way that's hopefully not upsetting, I think the 2013 designs are without a doubt the strongest of the bunch, the 2014 being next, with the 2015 designs simply being too hard to read. Probably because they're more grounded in reality - the 2013 designs show clear intent, purpose. They give off a consistent…
Maya is synced with itself and while I agree that he should make an effort to simplify the the normal map, it is important that he understands why this is happening in the first place. Also, just to clear things up, the 90 degree rule is misleading. There is no specific angle at which you must split a model. It is more…
As much as I agree that this isn't the most productive thread, I also think there is definitely something to be said about how the most recent realistic character/facial tech is seemingly messing things up in a weird, hard to describe way. Of course the average gamer and game journalist doesn't have the background to…
Febuary 2013 I quit my job as a legal clerk, I started using Photoshop and Maya October 2013 and zBrush May 2014 (with classes) - so yes, it my first zBrush sculpt - though I spent somewhere about 100h split between zBrush, Maya and a little bit of topogun on this ;) It was an overall learning experience - both zBrush…
Meshes are always better as I posted before. If you run brushes on an ipad you will have 5 FPS (dependent on what you do of course), there is a reason for that -> inefficient at drawcalls for one. What was true in 1999 does not go anymore. And the way brushes are rendered and calculated has changed over the years. Where we…
Hi All, I am having an issue with Turtle in Maya 2013 when using the Hardware Bake Visualizer (ilrHwBakeVisualize). Specifically, I am trying to use it to show my normal map bake and am getting all sorts of display artifacts and culling problems. * Normals are all facing the proper direction. * UV winding seems fine (not…
I am looking into writing exporter for Maya 2013 with Mel. My goal here is to be able to export static model and animated model. I am more interested in exporting animated model which would have same abilities as md5 animated models, since there isn't md5 exporter for Maya 2013, and 3ds Max exporter is incredibly slow and…
We've teased it now for a few days and today we're finally ready to announce our next contest: the VG REMIX! Brought to you by Polycount & Sketchfab, the VG REMIX is a short, 3-week long contest where artists will create lowpoly dioramas of a scene from one their favourite videogames. These depictions do not need to be in…
I've been struggling with UDK's Foliage Mode, because when I paint my trees and bake with lightmass, it doesn't bake my tree's LOD's correctly. (As shown in the image) --- Things I did and notes --- > Manually placing trees works with baking, but not my Foliage Mode trees > The base mesh of the LOD always bakes correctly…