on previous versions of painter, before checking into source control, i would delete additional/mesh maps and run file>clean which tends to make the file size much more manageable for upload and download (2-3gb + sizes down to 100mb or so). This doesn't seem to be working on 2018.1.1 for me ... the file size always remains…
Cool! Glad you're liking the thatching! :D Thank you for the great feedback! I believe some of it will come through a bit more in the texture actually for the mountain I've started with. As you maybe can see in this image I've been giving some time thinking on the direction that's been given by the water. However it feels…
everything looks really cool - except for a really big thing for me was at 11-12 seconds when he's doing the slides - he slides from side to side with only one foot on the ground, doesn't have enough weight/ can't create enough momentum off that one foot to move that much. Also his upper body doesn't reflect the weigh…
Hi there ! Little experiment on hairstyles : Instead of letting individual mesh strands have their own weighted vertex normals, I opted for a global, smoother normals orients (projected from a sphere or a deformed SubD mesh approximating the hair volume like for tree canopies. I also removed the 6 sides cylinder bake from…
I haven't been to these forums in a while, but I thought this would be the right place to post this. Me and my brother are starting a game development site called 3delement: http://www.3delement.com The idea of it is, a tutorial database for game development. Covering programming, mod development, and game art. Right now…
Is it possible to completely hide polygons in Maya (2014), as in, the "hidden" polygons are not in the way/still selectable/editable? I know isolate select will "hide" them visually, but they still exist in the viewport and are selectable and editable, which is a real hassle. I'm looking for actual hide polygons like Max…
Nice, I like how the surrounding area is coming along, and how you've broken a few trees that the capsule must have hit in its descent. Maybe add some damage to the ground to complete the effect? You say you want the capsule to begin to grow roots and merge with the site - so how long ago did the capsule land in this…
@klamante: Looks schweet! Great work. I like how the hand painting blends the overlapping faces / separation of the focus gear mount to the body of the binoculars. @Pep_mepla: Good start so far. I noticed a few missing parts, though you mentioned it's still in progress so anyways. Just a thing to keep in mind is things…
nope, 1 UV, 512. maybe 1024 if you're just focusing on learning to texture. hell, you can start at 2048 and just drop it down after. and you`ll see how the texture changes accordingly. But yes. just 1 map. you can optimize alot as well. all those little nobs look like they each have 20 sides to the cylinder, but at that…
After the chains. the nuts and bolts are probably consuming the most vertices for the least visual benefit. Depending upon the in-game size and perspective, you can probably eliminate the ones on the base, allowing the normal map to show them. The bolts under edge can probably be eliminated entirely without many people…