@sacboi I honestly don't even really know the first thing about baking anything in Blender. For the most part I am just self taught from trial and error and some basic guides to solve specific problems. I have heard of high poly to low poly baking where I assume you model a high poly version and bake the shading and such…
I guess I missed it just stumbled across it today, if any of you like this stuff; average salary stuff in there too... http://gamedeveloper.texterity.com/gamedeveloper/2008careerguide/
Hello, welcome to the journey :) You might use this workflow for something like sidewalks, but for anything that needs to feel more natural and 'off-grid' you will have a lot of problems, not least is the normal map issue you've run into. A typical workflow would involve simple meshes or even just planes that are…
Hey everybody, this is my submission for the CS:GO weapon finish contest and it is inspired by toy guns out of the 1980's. I used allot of grids (they liked grids in the 80's, allot of grids). They colours are used in some toy's but mainly with toy guns and i wanted to keep the colour scheme simple but still popping and in…
[ QUOTE ] Along with this, *****NEVER**** everrrrrrrr, have a 5 sided face/poly. They are bad! >:O [/ QUOTE ] I'm curious as to what brings this extreme reaction? In my experience. Five-sided polygons are smoothed the same as tris-- they're best avoided because they can create irregularity in your surface the same as tris…
Coffee? Check. Tablet pen? Check. Something to smile about? Check! Here's 2 videos I know you'll enjoy. La Royaume https://www.youtube.com/watch?v=y6ZmMjMdrqs Coachelleta by Sam O'Hare [vimeo clip_id="15596222" height="" width="650"] Related Links * Sam O'Hare on Vimeo * More goodies on Youtube via gobelin.
my roommate is looking to go to graduate school and is wondering what schools offer good sequential art programs? more to the point: a sequential art program that allows for cross-disciplinary works. i.e. she makes her pages by painting them with oils, which she is currently working on a series. she's also interested in…
For the tiling UV thing, I don't think I've seen Maya automatically offset UVs the way you describe. The typical way to move shells is in the UV toolkit; there are buttons in the UI to move them. Setting the value there to 1.0 is what you want. For your grid snapping problem, your scene grid is fine, but the pivot handle…
Snap your objects pivot to the grid. The objects pivot is what most engines use when they place meshes. Some exporters won't use the objects pivot but will use the pivot point of the world, so on export you move your object to 0 0 0 and then export, or just make sure your objects pivot is set to 0 0 0 and check how it…
EDIT : damnit Gail was faster than me ^^. And he got a video, can't beat that. Here is a little tip : in Zbrush activate the floor on X and Z, and go to the DRAW menu ( should be on the left, under Brushes ). In the darw menu you'll find another menu with front-back and right-left. You can load your referneces here and…