You have pointed out some fatal flaws in my work so thanks. I am a huge fan of the GTA games so without realising I have made all my work in that sort of style. Another question you may be able to answer: Would companies rather I use Maya/Max map transfer or would it be ok to use xNormal?
Definitely not having suicidal thoughts about the prospect of this role, but my heart (and skills) lie with art. I guess my concern is, if I stick with this for however long, how much will it hurt me when I actually try to make the move to Character Art? I'm assuming the 'X years industry experience' doesn't really…
If you didnt want to composite you could render to texture the ao in mental ray then transfer it to vert color. Louis Marcoux has a tutorial on his site for this. Third post down in the Archicve post http://www.louismarcoux.com/MaxTips.htm I also use light tracer for controlling AO when rendering in scanline. I also get…
Hi there, im new to 3d too, saw this thread and got some questions :) Making the low poly version is because it's easier to texture? OR can he just use the highpoly model? Other question, when you say make a low poly version and bake the normals does that mean that you transfer the detail of the highpoly onto textures and…
And fyi, most of these maps are possible to generate straigh out of xnormal, except the ID Map. I have no idea if there's a best way to generate id maps (in maya land folks seem to like transfer maps tool, but i don't like the results it gives myslef. If anyone has tips or tools to share about this i'm all ears as it's…
I painted the concept of survival. A brief concept of the heat transfer simulation system for a video game about survival. How about a game in the temperature control system. This is just a brief description. All parameters need to be customized for specific conditions. But I think that if you take this introduction that…
Looking much better, I'm glad that helped. I'm looking forward to seeing more of this. Your plants do look dark though. You can edit the vertex normals in maya by transfering the attributes from a sphere (that is placed in the middle of your foliage) onto your plants. This way each of the normals will radiate from the…
are they all identical topology? if so look into mesh>transfer attributes>UV's also, you can do it manually by marquee selecting the UV's that are close together and either using the align buttons or squish into place with the scale tool. It's tedious but honestly doesn't take very long so long as you can see the UV's…
@pangahas Actually, I intend to use xNormal for baking the poly paint info. Polypaint is actually vertex coloring, which can be stored in the exported .OBJ. xNormal can be set to acknowledge vert colors when projecting a map, transferring the one to the other. I may be able to give a better description here in a bit once…
Do you want to transfer the highpolys vertex colour or has the highpoly own textures? If it has vertex cols, go to the highpoly tab and scroll to the right and check UNcheck the "ignore HPs vertex cols" and choose the right option in the baking tab (vertex cols). If the HP has textures, ignore the vertex cols in the…