Yep, you need to preform at or higher than the level of their current artists. If you could create an object that people would have a hard time distinguishing from objects already in the game, then you're off to a good start. No one is going to take on a charity case and hope they improve over time. They need people to hit…
I've never worked with concept art oddly enough, but when I'm looking for correct proportions in a photograph, I pick one object in a scene, surround it in a box and then I compare its size to other objects as it gets closer to the vanishing point. Tedious as hell and sometimes requires breaking out the old algebra and…
Why didn't you model this as a single piece of geo? The normal vectors of the separate meshes won't be continuous so seams will occur in the bake. Baking multiple objects/elements is no problem but it's usually for objects that are actually supposed to be separated. You can edit the normals to blend them together but it…
Yea it all depends on the object. Sometimes "point to point seam selection" + "break" + "relax" works, sometimes face selection quick peel works. Other times live peel and break works good too. It all depends on the object but I rarely use pelt... in fact I don't think I've used it in 2-3 years...
If you attach an object with modifiers stacked, these will automatically count as the final geometry in the attachment process. So if you've twisted things around with an FFD, this twisted mesh will be attached to your original object, and so forth. Attaching a mesh with a TS modifier will attach a very heavy mesh, since…
i would have remeshed the sculpts to 1 object, and decimate and unwrap that for your low poly. your wasting lots of texture space with faces that are being covered with other bricks, and the player will never see both sides hf the arch at the some time, so you could also cut decimated object down its width, and mirrors it.
Well what you answered wasn't what I needed but thanks for your reply. I solved the problem myself, while I was uploading screen to show you I noticed "properties" on the bar. From being curious I've checked it and seen smooth and hard modifer. The hard modifer converted my smoothed object into a boxy object again.
export level0 of you mesh (one object at a time) to max. make sure to disable multiple object export/import option if any so that vertex order doesnt change. redo your UVs without changing any topology. then export that back to mudbox and use "import UV". then recreate level UVs in mudbox. it should work out fine.
Works great on 3ds Max 2009 here. Just found some "secret" feature I guess that when we select the object and move the slider, viewport update in realtime! haha not sure it's a secret feature or what but if the object not selected the changes wont be in realtime , means after let go the slider then only viewport will…
if the mesh is separate and you are painting with symmetry off why would you need to lock it ? anyways, you could try putting a different material to that mesh and create a new paint layer on that and select that layer and lock it. this way you still see the object in regular shading but you wont be able to paint on that…