We have a Bischon and they give her that kind of cut quite often, due mainly to matting fur. She's like your breed, where they don't shed.... but damn the fur mattes easily. My wife usually keeps her well brushed, but for some reason the groomers always cut her short like that.... although they usually don't get her ears…
Metalness is usually just white and black. But it depends on the look they were trying to achieve. Do you have any screenshots from in-game of this particular model? Last map could be for team colors, or for physics response (different particles & sounds when struck), or some other effect. Usually vertex colors are better…
Yeah the verts thing is bogus. Sometimes mine will completely disappear as well and i have to unhide them all. I've also ran into the super slow undo. Sometimes it can be caused by max crashing and you reverting to your autoback file and somehow they get corrupted with some bad data. I usually just export an obj and…
at a desk or whatever i usually sit with my legs out in front of me; though if i really get into something i'm working on / playing i'll scoot in and cross my legs over at the ankles underneath my chair... and i'll usually sit like that at a table or whatever cause my legs are so long that i'm kicking whoever sits across…
I usually have problems UVing, dealing with seams and knowing where things should be located when I texture (I tend to have to switch between programs alot to keep the eyes from looking wonky usually), so I was wondering if there was a way I could deal with it easier. Does anyone know if there is a way to maybe do a quick…
Hey Everyone, I'm looking to animate a few walk and run cycles and am looking for a speed to animate to. For those that work/have worked in games, could you give me a common Meters Per Second of distance traveled for a character? A heavy, slow-moving character usually walks at X meters per second and runs at X meters per…
Thanks guys . I am working at some 20m high cliffs from lidar laser scanner. With hard /split edges the lods are usually is lesser of a problem since vertex normals stay in same direction usually . But because of number of reason I had to go all smooth and face weighted normals and when it came to lods the whole thing…
just a few words on taking pictures when you set your fstop you set it depending on the effect you want. The shutter speed setting will be determined by the light meter. The camera will tell you if the image is averaged, underexposed or overexposed. I say averaged because when the camera says the picture has the perfect…
not to refute anything said here, i realize maya is by far not the strongest modeler out there, but in its defense, not making bad geo like that isn't difficult to avoid once you know what you are doing, and cleaning it up usually only take a couple of steps. just a couple tricks like the ones i mentioned is usually enough…
usually character artists in my experience but the real answer in most cases these days is: outsourcing. stand alone assets like statues that don't have an impact on gameplay are almost all outsourced these days at medium-large studios. most statues I have seen built in house it is usually the result of the character team…