Hello everyone! I had a question my lecturer was unable to answer, was hoping some of you could shed some light. When you're working on characters do you re-use parts from older models to speed up your workflow? So returning to the same base mesh each time, or just have a selection of arms, ears etc... to put things…
In the office we are making a small game project and here is what I came up with for how the artist would like to control the in-game cameras. I'm not native English speaker so I hope you guys can understand the slides. Comments and feedback are more than welcome. I would really like to hear whether this is a good path to…
Hey, I have not posted in awhile, but I thought Polycounters would maybe find this interesting! Here is a breakdown of how I'm making the art assets in my game -- I think it's a pretty novel approach: http://www.youtube.com/watch?v=bez-9AnW3kI
The remesh modifier has been in testing for a bit now, but it was mentioned recently and worth noting. The cooler development imo is a project based on this paper: http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/ It is demonstrated here: http://vimeo.com/20774773 and then a couple of Remesh videos:…
Hello, i'm new to this forum, and also pretty new to graphics. I'm using blender, with this addon: http://blenderfbx.render.jp/ My problem looks like this: Is this problem with bad parenting? Weighting? Cause it looks like my models transform to local space of each bone. Also i give you the link for my topic on dota2 dev…
I want to make a 1024 wide x 2048 tall image and I realized I've never made that before. Do I just let Chuggnutt do a 0 to 1 fit and NOT maintain aspect ratio (stretches it across), then render to texture as 1024x2048? EDIT: I guess I'm just confused as to how I make it look 1:2 in the EDIT UVW window as well?
So I haven't really had this issue before, but lately i've seen that when i go to paint weights the response time is lagging like 2-3 seconds behind the stroke...could anyone give me a reason why? I'm painting on a 3k dense mesh with nothing in the stack except the mesh and the skin modifier. Thanks.
I've been using retopology in Max for quite a while and would enjoy a better solution to cut the task of making a rock in half. I've tried Mesh Lab but whenever I use the quadratic edge collapse filter I can not export the OBJ. So I am stuck right now, using traditional methods of modeling. :( I would appreciate any…
This looks very interesting. I have a crap ATI card so I didn't bother testing the shader, but I was wondering if the view where you show the UV layout in the viewport is actual geometry that has been split along the UV borders and then flattened to match the UVs or is it just pixels rendering on top of the viewport? BTW,…