The work itself is looking like it's off to a great start, but I think you might be able to use your UV space a little bit better. It looks like you probably kept everything at the same 1-1 UV size vs actual size which makes sense in real-life (and I've been guilty of doing this) but I've been finding it better to bump up…
Edited : Just as reminder, about scaling in Zbrush : obj file format has no scale variable support to define the model scale ratio zbrush apply some math Scale in Zbrush : 1 unit = 1*2 ( global scale is always 2.00002) if you have a cube of 1'1'1 and a scale of 1 in maya, after the importing in Zbrush Now if you have a box…
Overlapping UV's. Offset all but one piece 1 tile to the right/left/top or bottom. With pieces you want to move, turn on #1. In #2 type 1 and hit enter. It will move those pieces 1 tile to the right. That way they land perfectly on the tileable image but aren't in the renderable space. You can also switch the editor to UW…
I was reading about the modular asset technique used by Philip Klevestav on his article at Vertex 2 and i ended up with a few questions about it. Maybe some of you, with more experience, can help me sort it out! * The screenshots show walls with at least 2 units of thickness. Is this important so you can create a bevel at…
In the tire example shouldn't there be more polygons in the silouette of the lowpoly wheel? I mean I can still count the sides no matter how detailed the highpoly mesh is. Anyway, I'm in the same position as Dio. I have made some low-poly characters and a few highpoly (that looks terrible, but anyway) so I have some…
Hello, this is my current project (i'm a developer) and it already works in russian community: http://scriptattack.com/maxscripts/torrender/index_eng.html - project details http://torrender.net - site http://torrender.net/TORRENDER_show_nodes.php - nodes http://torrender.net/TORRENDER_show_jobs.php - jobs…
http://area.autodesk.com/mudbox_preview#performance_preview Saw this link on Tweak. Interview with Dave Cardwell and a small video demo of new features. GPU powered interactive HDRI and AmbOc on a 25mil mesh interactive in viewport. Crazy stuff. Photobucket link…
Hi ! I'm trying to make a script that displays the drawcalls count of a selection. It only works on editable poly for now. I'm looping through the mesh to get all mat id. global winWidth = (gw.getWinSizeX() / 2 - 20) global drawcalls = "Drawcalls: " fn GW_displayDrawCalls evt nodes= ( fn getDrawCalls dc_selObj = (…
There's multiple DLCs actually. The first was Clash in the Clouds, it was an arcade-styled mode where you basically fight waves of enemies. While it offered nothing story-wise, it was pretty damn fun in my opinion. The second was Burial at Sea part 1 where you return to Rapture. Given your comments on the combat of…
Hey guys I was working on some suit designs last night and I want your opinions on them. #1: This is a sleeveless collared leather jacket worn over an undershirt. #2: This is just a basic black vest with a white undershirt. #3: Basically the same thing as #1 except it has sleeves. #4: This is Psymon's traditional white…