Hey Polycount! I've been working on the pallet jack for the past few days, I got a little sick of hard surface and took the weekend off it, but powered through today and have the model mostly ready for texturing. It just has basematerials now and needs another couple of evenings for texturing. I re-did the textures for the…
@JamesBrisnehan I agree with you about my lighting that it needs more work to capture the mood of the concept. So I went back and adjusted the lighting from your suggestions. I think it looks a lot better now ( I hope? lol). Thanks for your critique, James! @Kaine123 Agreed with you! Thanks for the link. It's pretty cool…
Occasionally I will import one of ZBrush's OBJs into Maya and it comes in as several individual mesh objects with borders that appear to follow the edges of one of it's previous lower subdivisions. All the bold lines represent borders between other parts of the object. Border edges would naturally cause inconsistencies…
Awe!! Its all good! At least i know its not an uncommon issue I'm having here! I've been playing with the copy Sking weight tool and im starting to see some results, it seams to work perfect on vertexes that are right on top of each other but it starts getting freaky when it gets to parts of the model that aren't meant to…
I'm at Turn10 now as a Track Artist. My Lead had done some things like working on the track collision and road surface to get it accurate, but other than that, I've done like 50% of the work or so in my main track. I use Photos/Video/GPS/Common sense to Model/UV/Texture everything, then either vertex light or UV3/Lightmap…
Well Im just dealing with assets created in Navisworks (if you don't know this software, then you are probably a happier human than I). The scenes I am getting are disorganized and messy. I've been importing objects into maya so I can work with them. If I had a tool that could select all the objects in a scene with * same…
The harsher the angle difference is between two smoothed polygons, the more severe the lighting gradient will be on your low poly, as you illustrated in your image. These gradients will be baked into your normal map to compensate for the low poly's vertex normals compared to your high poly's surface normals and can cause…
The general idea we try to follow is: a) shelling and gameplay design in BSP b) finished level is as close to 100% meshes as is reasonable You can sometimes leave BSP in for flat floors or walls but it's almost always preferable to replace those with meshes as well for better lighting and material options (i.e. vertex…
Um, Vertex Displacement Maps are pretty cool. Sounds like you're at that bitter stage of your game dev career. Dammit, you got me watching it and now I'm hyped. https://www.youtube.com/watch?v=KHHJW7eJExk Zbrush has gotten so much better since it launched, it's really a wonderful program. It's practically non destructive…
the only way to stop collapsing from joints twisting on a rig is to add other bones that soften the amount of twist applied to the vertexes. So for example on a shoulder joint you'd add bones between the elbow and the shoulder and constrain them to twist along their long axis incrementally as the shoulder twists. Of course…