See a lot of chatter about: The Quad Remesher add-on for Blender is developed by Maxime Rouca , same dude people saying made the zbrush one, so perhaps that might be a go to for some people. I find it a little therapeutic to do it manually (i know "madness right".) Yeah sure do it in maya, i do not use it but perhaps some…
I have been learning how to use a linear lighting workflow in maya. Does anyone know if any of the stuff concerning gamma apply when lighting in a game engine? From what I've learned, linear workflow helps you obtain physically correct renders by keep it in linear colorspace rather than srgb- Does anyone know if something…
Hey guys, can someone give me the skinny on how I create a texture atlas? I understand the concept but I am not sure as to how I should create one. Do I unwrap and arrange my objects in their alloted space on the atlas before I texture them or can I unwrap and texture them all individually and use a tool to generate them…
https://www.artstation.com/artwork/oJvbBw Yo yo, my studio's game Ambrosia Sky was released yesterday on Nov 10th! I was the enviro artist on the game. I did most of the kits, props, textures, level art and lighting. We had a few other talented artists contract with us for key moments in production. The game itself is a…
@wildrun If its taboo i am sure someone who is an elite in the knowledge will come around but this guy: https://polycount.com/discussion/comment/2774710#Comment_2774710 Seems to have the solution to the issue you bring up and that is to "do it yourself" & by that i mean "Hand-paint" the issue away. Then it answers your…
To my knowledge it's not possible for Maya to remember which UV shells are stacked on purpose. If you're working with mirrored shells, you can just snap-align them back on top of each other which is pretty quick. I've heard good things about IPackThat which has the ability to group or freeze UVs so they stay together…
Yeah, help says "Lens Flares are blocked by Colliders. A Collider in-between the Flare GameObject and the Camera will hide the Flare, even if the Collider does not have a Mesh Renderer." I guess I should have understood that it doesn't care about which collider is in front of another. If the ray hits one, it stops, period.
You can get Maya LT to learn Maya relatively cheaply. I've also heard that many places will let you model in Blender (being free and all), as long as you can get the model into Maya without issue before passing it on. So you can probably ask the studio about that beforehand.