It's the perfect companion IMO. Sketch on paper anywhere you are, come home, transfer sketches + colour on your computer. But yeah, if you're purely a sketch person (which I know many people (including myself) are, then it certainly negates a major need for a fully fledged tablet and those cumbersome wires!
Made a few changes to the concept and transferred it to the UV/Model. A lot to be done from here. I'm going to update the screen, add some lines, fix the grips, update the filters and start texturing. In-game test (With gunsmith) Only the left side is "done" so the top looks a bit weird.
cool to see that model progressing great job on transferring the highpoly detail onto the normalmap, the illusion is almost perfect I totally agree with gauss about the colors though I liked the colorscheme you had on the highpoly mesh (on page2) a little more though.. can't wait to see more !!!
ya thats true .. but where you set the point where you say "good copy" and "bad 'eye'"? .. i mean.. what gives you the best "know-how" of the underlaying structure if you cant transfer it? and i´m sure it´s just as bad to have no feeling of the outline
i dig my PS3, only negatives ive found is that: - plugging it in causes a ground loop - locoroco wouldnt work w/o an HDMI cable - didnt include an HDMI cable, or component cables >< gogo Hi-def. - requires seperate aparatus to transfer PS2 memory card data to it
Hey Paul! Thanks for stopping by! I'm not using max anymore at work, but I've been meaning to pick up your vids anyway. Great stuff! Will you be documenting this game rig setup? I'm really interested seeing in your setup for transfering mocap to the IK rig. Cheers! James
There was a pool visualization render around here that had some awesome chrome material. lemme see if i can find it EDIT: and the thread link :)http://www.polycount.com/forum/showthread.php?t=70509&highlight=pool YAY to having nothing to do while my computer transfers Steam library.
Recommend studying example projects to have some reference/benchmark. Probably more achievable to transfer the details of high quality scans to your custom meshes (still can use scanning to capture the base shape for reference). Depends on what you want to spend your time on :) Much success :+1:
If you still have it in your undo stack, there's that (super unlikely at this point i'm guessing). Or if you are using incremental saves. The only other way is if you had made a duplicate model with the head uvs you want to use- from there you'd use Transfer Attributes to copy the layout across.
Can't find that in the prefs menu, and tiff is 8bit by default for me.... This is beyond my maya knowledge too =( Do you know how to do that? Is it something I can do from transfer maps? Looks like this just goes over baking a disp and rendering in maya, thanks though.