First prop i finished in over 4years... Recent years have been very hard on me. I grow so much as a game dev and got more and more implicated with technical aspect, level and game design, and i let my fears grow stronger and just stop doing art all-together. Social media put a huge toll on me, idk why i get so obsess by…
You are welcome :) If you are not using any 'fancy' algorithm, all faces are weighted. But this weighting is not calculated for entire object, just for the given layer. This way if your layer contains faces sharing the same normal direction they will become super flat. If you select green faces and add them to any layer,…
I wouldn't mind if someone would port MX_Roundish for XSI into Maya. http://maxfoxlab.com/mx_roundish.html I even sent an email to that guy who made it but unfortunately he is not dealing with Maya. He said: "Unfortunately, I'm not doing the creation of plug-ins for Maya. But the algorithm of this plugin is not difficult,…
When placed correctly, triangles can enhance the deformation on the joints. The wiki has a lot of good reference images. Having too many triangles makes it hard to work with a 3D model since they general break up "loop selections" so it is harder to tell how the surface flows. There are very few "right" and "wrong" ways to…
I wonder if they could use stronger lighting if they wanted to. (The diffuse atmosphere works great for this game, though.) I played with Photoscan a bit a while ago but would need to buy a better camera to really make use of it. Mine is cheap and too noisy and low resolution, so the algorithm has a hard time finding…
Well on the 3.5 thread at the zbcentral forums this was said a while ago (to be taken with a grain of salt): well also be getting the 3.12 features in the Windows version finally, which for those who dont know include: Increase Polygon count Multiple textures per tool Multiple Displacement Maps per tool PUVTiles, an…
wait for 3.5, i think there will be AO baking and the use of multiple textures on one tool. i can't wait. i think people with macs are already enjoying these features with the 3.12 update. from zbrush central - Increase Polygon count - Multiple textures per tool - Multiple Displacement Maps per tool - PUVTiles, an enhanced…
Subdivision sketch: it's not the topology. One question that's asked over and over is: "How can this shape be attached to a curved surface?" At some point, often when just learning how to model, most artists end up asking this question in one way or another. The short answer is: just match the segments when possible and…
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…
I have to say that whenever I talked to the render programmers where I work abt real time GI, they always kinda cringed at the feature. Mainly because... it never really works well. Its SUPPER expensive, and always requires dropping a bunch of processor power to execute. And even if you can get it running at over 30fps at…