In my experience for character blendshapes the principal or lead character artist will create the benchmark blendshapes and the pipeline along with a tech artist to support on setting up the tools, and the character art team will use the pipeline tools and benchmark assets to create the blendshapes for their individual…
Another update to this project incoming! Since the last post I've focused mainly on getting the cobblestone road look less tiled, including a mix of vertex painting and splitting up the piece into different material sets. Aside from that I have worked on the main arch house kit, tweaking material stuff and adding another…
Hi, Im just about to create a FPS based on the "Marathon trilliogy" by Bungie Software (Halo series). The Plan is Re-create the old Enemys, Weapons, Textures (...) in a new polished, realistic look and add an Invasion Mode, and the one or another Multiplayer Gametype. heres a viedeo of the original Game: [ame="…
Due to boredom and a degree in Psychology, I've written a test specifically for designers and artists. Basically, it's a little study I'm working on for my College. As you probably know, there are two major groups of people living in this world - "Left and Right brainers". Our brain is divided into two parts : Left and…
Hey! I don't know too much about fighting games, however during my search, I stumbled upon this guy Sodom and super liked his look: image source: https://capcom.fandom.com/wiki/Sodom Not sure yet about exact technique, leaning more towards low-spec, perhaps just hand painted. Target engine: Unity? Rigged and posed. As a…
Got it down to 1 millisecond! In the first pass above I was thinking how to optimize the loop, but then I wanted to get rid of the loop. Thanks for being open to suggestions. If you ever have MaxScript questions you can message me. rollout VertexAlign "Vertex Align" width:136 height:160 --Code by Francois Stelluti -…
For those that use Maya, here's a script I wrote a while back that does the same thing: //name: QuadConnect//by: PolyhertzstartQuadConnect;global proc startQuadConnect (){global string $curObj[], $vrts2Tweak[];string $origList[];$origList = `ls -sl -fl`;$edjList = `filterExpand -ex 1 -sm 32`;polySplitRing -stp 2 -div…
no idea I'm afraid - i've not touched photoshop since '21 and the last time someone asked me to write a script for it they never found the body I've not used the in-photoshop substance nodes but assuming there's support.. You 'should' be able to sample n points along a spline/curve to generate a gradient (just lerp from…
Generally, you should subdivide your low poly to the intended or target sub-d level for the final renders. So if you intend to use level 7, bake with that. When you preview it with other sub-d levels it will be slightly incorrect, but it should be optimal for the final use case. This applies to other baked maps like…