Hey Everyone - Really excited to take part in this challenge. Here are a few thumbnails from the other night. I want to try and merge the ideas of open organic environments and tight space tech corridors. Turning the corner in some tight spaces and being able to jump out to some floating islands etc. Anyway, this is first…
What's the best way to sculpt welding marks? In the past I've just done the clay brush with a very small size/ falloff and just sculpted spirals along the welded wedges. Usually that suits me just find because the welded part is tiny in comparison to the overall model. Now I'm working on something where the welding is…
Hello, I wanted to ask You for Your help with baking normal maps. Let's say that I have hipoly similar to this: And I want to bake this detail onto this low poly model: Notice that this boxes in low poly version, are not connected to bigger box behind them, they are floating geometry. And another screen with some colors :P…
Wait, basically the problem is in saving to file?! So the "format ..." is outputting exactly what you want but writeByte does not what you want? Are you sure the color is already in one-byte size (internally)? I'm just guessing here: but I would assume the color might be a float or something and will overflow or be clamped…
Yes, the bolts are not combined with geometry beneath. And I use a second bake to fix the black spots underneath - because when the mesh will LOD, the bolts disappear and black spots will be visible. So I bake them "flat" underneath as well: The issue is not exactly that they are separate geometry. Here's another example:…
Using extra geo around the ends of boards like this to have extra detail captured in the silhouette is good and normal, but having random spots of denser geo on flat parts in the middle of boards isn't ideal. What's really bad are the long skinny tris for quad overdraw. If it's a background asset, don't worry too much, but…
Just a small precision here. Due to uv values beeing stored into limited memory (float), you'll lose precision at very high values (same goes for meshes). That's usually not an issue besides texture scrolling implementation (you dont want to offset your uv forever) or unless you unwrap at insane distance from the 0-1…
okay, it looks like you've got a circular base, connected two opposing verts and then bevelled the vert at the end making that triangle. what you could do is add another edge in that triangle and connect it to the circle edge. it may result in unwanted angles since you're adding another edge loop. with the second problem…
Matrices in Maya basically suck for that exact reason (can't be resized, must have fixed size at creation). Why not use an array of vectors instead? A vector is a good match for colours. Alternatively you can just use an array of floats 3x the size of # of verts. int $numVerts = `blah`;float $colArray[3*$numVerts];for…