contemporary Christian music is usually pretty bad; cotemporary Christian music parodies represent some sort of unspeakable vortex... i had to close the window after 5 seconds, cause i knew it was going to be bad. just does Christianity no good service at all.
I wanted to obtain same results as described here in the forum http://polycount.com/discussion/90858/maya-thicker-lines-permanent everything seemed to work for a while but no luck in new maya. Can anyone help (or test this in Maya2017). Also is there a way to do the same for the verteces "glyphs". Thanks in advance for…
never edit the normals after your normalmap bake, is hte first bit, and what i find the most useful thing is to align verxtex normals to the face normals. maya has a tool to do this built in and in bal's link there is a maxscript to do it on hte max side of things.
Set up your cage. In mayas transfer texture tool there is a dropdown that allows you view the cage. You can edit it after it is visible. By edit i mean, move the verteces around. You cant add or remove vertices. The vert count/order needs to be exactly the same.
Maybe I'm biased since I worked on it but you should see the clouds & skyboxes in Pirate101. There are some great cartoony clouds and skyboxes, it's F2P and you get to fly some airships pretty early. (they are mostly static clouds but the vortex portals to other zones are pretty nifty looking)
I fixed the rig, I had loose vextex which seem to be the reason it was morphing the mesh. [SKETCHFAB]e37838aa199149948a87ff3f305d11d5#share[/SKETCHFAB] This is the model so far, Im learning a lot, Im having trouble with finding references from certain angles though. Its a Spotted bat if anyone was wondering.
I am a 3d modeler seeking a particle systems creator. I have entirely modeled and textured a sword for the Hero "Doom"; however, one of the key components that this sword needs is a fiery vortex. Rift Weapon: Infernal Dawn (click to view in 3D) Concept Art ~ By Tyler James -=Statistics=- Polygons: 1,118 Triangles: 2,002…
Haha, well I'm glad I'm not the only one. I finished my reel to apply for work/ ianimate, dabbled in Source Filmmaker (mainly because I wanted to use Tracer for my shot), and then got sucked into the vortex that is OW. I'm going to starting blocking tomorrow, hopefully will report back soon with progress.
Hey thanks user38. I ended up snapping a new curve onto a live surface. Since I was planning on sculpting the model I had a base mesh with equally ditributed polies/verts so it was pretty easy to snap the new curve on the verteces. I was planning on lofting the curve anyway. This is what I made: