[FONT="]Hi fellow artists,[/FONT] [FONT="] [/FONT] [FONT="]I want to add some low poly iphone models to my portfolio (500tris with 512textures).[/FONT][FONT="]I am using Maya as the modelling package, with the intention of importing the models into the Unity engine. [/FONT] [FONT="] [/FONT]…
inhouse as a full time employee working with company equipment? can't imagine an employer letting you install your private software on that, not in any halfway organised studio i'd say. but you might be able to convince them to get you a licence, especially since it's not a particularly expensive program. as for having a…
Max 2008 bug. Several other people have mentioned this, and I've seen it happen on a few machines on Max 2008. Oddly enough it doesn't seem like a consistent thing, I can't seem to replicate it all the time. As you found out, it definitely seems to be related to Editable Poly. Our technical guys at work suggested it was…
Cool idea, For use in a game engine, best way I can think of would be to paint the vertices that are to be animated (animated = white, the rest = black (at least 1.0 and 0 in one channel so you can tell the areas apart)) and store that in a color channel for each vertex. Then use this value to multiply the offset amount…
I think you'll find that coming from the land of characters will help you out in wierd ways. I work pretty close to the way Ror explained, but my enviroments are more organic and have very few buildings or hard edges. For tunnels I create one segment that repeates, I create bones and skin the tunnel (as if it was an arm)…
Relief mapping is far better than Bump, Normal or Parallax. With Bump, your basically simply offsetting the Bump map in relation to the light point, and the Greyscale of that pixel is then added to the one below. Giving you a shiney surface and faking height to a degree. With Normal Maps what happens is the light now…
Both Obscura and rollin have provided valid solutions and feedback. There's often more than one way to resolve an issue and what's right for a given project will depend on finding a suitable balance between expedience and efficiency. Understanding the root causes and first principles is beneficial going forward as these…
Check that your shaders are using lightmaps. Looks vertex lit to me, I don't see any baked shadows. Check that your lights are casting shadows. Check that your meshes have lightmap UVs. Check that your objects are tagged as static. Suggested settings when starting out Lighting tab -> Lightmapping Settings -> Indirect…
Here's another quick update about the character rigging. This video was made before getting the community feedbacks on the 3d model improvements. Thanks again for all your suggestions guys, I'll fix all the mentioned issues. In this video you can also see that I've tried to create some very simple sport clothing using MD4…
If you only learn one thing from this thread, it should be this. I swear to you it's the most important advice for low poly modelling: Model the geometry that give silhouette to your model. Collapse in discard geometry that does not add to the silhouette of the model. Everything else is situational advice, exceptions to…