i use mudbox mainly but can switch to zbrush if clients need it. i prefer mudbox though for the following reasons. 1. brush falloff proximity in mudbox is a hybrid of surface and volume proximity. if you dont know the difference between surface and volume proximity then open up maya and ado a soft selection and then toggle…
baking in Maya works perfect as long as you do everything correctly :D Normal maps are fickle. 1. Got to have uv seams on any hard edge with enough padding and a hard edge on any uv seams (sounds the same but kinda different lol) I use a script that auto sets the edge softness and then if there are any big planar faces…
Heya EQ ! Of course, there are indeed circumstances where one might want to "harden all UV edges" - it depends on the kind of asset. And of course not every asset can be made with everything soft - it depends. My point is that there is a popular misconception floating around that tends to make artists believe that they…
Well the character isn't complete shit, which is better than I can say for many I have seen, including my own haha. Some things that stand out to me on this guy - his face is really pushed in, looks very mushed. On his forearm it's way too thick where it meets his wrists, even with a muscly guy it's usually more of a…
iPi Desktop Motion Capture is a breakthrough markerless motion capture digital content creation software tool that uses sophisticated image processing and computer vision algorithms to recognize and track the human body.:poly108: The iPi Basic system is designed for use with 1 or 2 Xbox Kinects or 3 to 4 webcams (Sony PS…
Small Updates, really just trying to find time to do some more props. Things to Do: - Silo has been made but is not done, it still needs cabling that holds the planks together and snow clumps. - Next up is sculpting and texturing the whole Windmill. The whole barn, silo, and fences are all made of the same 2 modular plank…
@Oniram - From medium and far, why would you want to see "detail". What details are you suggesting are lacking? You have amazing design sensibilities, so i'm not doubting what you're saying makes sense... I just don't understand, and I'm sure the OP and everyone would benefit from a bit more info. @inside - The structure…
a few things about the texture because robotron is pretty great: -the coin door metal is bothering me. you have the kinda cloudy finish shapes, but they're in the diffuse too, so it makes it look super flat. if you look at photos of real coin doors, you'll notice that the surface is pretty bare on its own, and the texture…
Hey Dibbz, I agree with James on all of the stuff he brought up. For me, the first (negative) thing I noticed was that all of the colors seemed pretty monotone. Don't get me wrong, I don't mean that per texture, but rather the color palette of the entire scene is a bit repetitive and doesn't really lead the viewers eye…
Pros: - mostly easy to use and understand - provides perfect, smooth shading on the corners without a need to bake from a highpoly - provides nice shading on the flat faces/ hard surface objects, without a need to bake from a highpoly - bevels improve silhouette - its literally free - same vertex count as w smoothing…