That's different. Those are lowpoly, realtime, game models. In production you make highpoly models and then bake those into normal maps to be used on the ingame lowpolies. It's kind of like saying that an allen key and screwdriver are all that's needed to build IKEA furniture. A lot of equipment and factorywork comes…
Thank you for the tests and reply ! Unfortunately I think we are not completely understanding each other ... but that's probably because of me not being very clear. I'll try to clarify. My issue is not so much about possibly replicating the "double smoothing" workflow inside of LT (I merely mentioned this technique as it…
I think it is great that you took the time to make such a test, but unfortunately it doesn't really paint the whole picture of the highpoly to lowpoly asset creation process, which is what is being discussed here. Being able to import a dense mesh from Zbrush is great (and actually, quite necessary) but then there are many…
Man this thread, at first autodesk was all like MAYA LT ITS COOL BRO! And then polycount was like: Every Maya centric project that I've worked on has relied on some form of mel script to prep a model for export. Scripting in Maya is one of the biggest reasons why someone would use Maya over any other 3d app. Maya without…
Ruka : Maya is just as keyboard-oriented as any other modeling package - you can assign any shortcut to any tool you want thanks to the hotkey editor. However if you do not know the category a certain tool belongs too (and that's understandable, it's quite crowded in there...), the easiest way is to find a given tool in…