Thanks Eric, it's looking good. I don't know why I haven't thought about reading the official documentation. I guess I wanted some shortcuts to transfer my previous modelling knowledge to a new package faster, but maybe it's best to take some time and get down to the basics.
It will come with experience. Often times you'll watch a tutorial about a completely unrelated material to the one you want but you'll still learn something which can be transferred to something you want to do. Often times for a simple prop, all that's required is just the texture and there's no need for fancy shader…
But unify changes the whole scale of the model right? I'm also getting this short move brush when working with models transfered from max using goz. When I import the same model with obj the move brush works fine because the scale of me model is way way smaller.
Changed your email between Netflix and the 360? Tried deleting Netflix and re-downloading? You could try transferring all of your XBox licenses to that console. http://www.xbox.com/en-US/support/systemuse/xbox360/licensemigration/?WT.svl=nav You can only do that once a year though.
Wow yeah what school did you go to, and when can I transfer! This is awesome work, your gunna make it pretty damn hard for anyone else to get a job over you! I wish I had some critique but, I only have praise! Good job!
Great stuff! I noticed that alot of the fine details of your buzzard high poly didn't transfer over to the low poly. Was this a intentional choice or a resolution issue? I am assuming part of the rendering and style of BL flattens those details out a bit. Oh and eff the buzzards! Hate those bastards.
You are going to need the raw animation files -- bones, bone names, keys etc.... It is probably going to be a painful process. The bone names need to match up (most of them, anyway) for the data to transfer over. You can also make a rig for your character that matches their data if it is easier. Try starting there :)
I agree. However I quickly stole this from a recent Crytek Powerpoint, haha. It's a good format though. I'll try and expand on it a bit. Lightmapping: Unreal Engine, Source Engine Pre-computed radiance transfer: Infernal Engine (Ghostbusters), Batman: Arkham, etc. Light Propogation Volumes: Crytek Engine
Oh this is absolutely amazing, my honest congratulations on your progress :) Am curious, do you work in the industry or are you a student ? And would you be nice enough to explain how do you transfer matcap information to the texture ? Or was it just a render and overlayed in photoshop ? Thanks so much again for this…
You should be able to do this in Maya. I'm not a Maya user, but I know there is a baking tool there that lets you transfer maps from one model to another. Does the normal map have to be a strip that covers the full height of your texture? That's quite a bit of waste for something that could easily be tiled instead.