Yeah so there are basically a few different methods right: 1. Use averaged normals on your entire mesh, no hard edges or custom edited normals. Using a cage or not has no bearing on your baked result(unless you manually edit your cage, which works differently per app, hand editing the cage/envelope in Maya for instance…
Im gonna break it down to you so its easy to digest in 5 easy steps: Step 1. You obviously dig 3D modeling and characters, stick to it like glue. Step 2. Get new job, the one you have now comes in conflict with step 3. Step 3. If you are only going to school to keep your job, and you hate school then quit and devote all…
What Flynn said, depends on the engine you are bringing it into, Unreal 3 I know watertight will always be better. - About the positioning of the 2 models, 1- What are the models you want close together anyway. Merged or not depends on a few things: 1- How close will you get to the objects / what angles the models viewable…
Yea but the little kids, thats where the money is at. Toy Story 15 will be the benchmark of all sales, i know it. HANG ON A SECOND.. You hear that whisper in the Air??? **Halo 4 biatch** you got 1 2 3 and 4 is the cut off point. if it goes pass 5 then "THE PEOPLE WILL KNOW" THE PEOPLEZ IO SAY!! alterations are acceptable…
My workflow for hard surface stuff is usually: 1.Model High Poly 2. Model Low Poly - Clone high poly mesh and remove excess loops, add bevels/adjust geometry in preparation for baking. 3. Unwrap low poly 4. Bake Maps For Characters it usually goes like this: 1. Base mesh in Max 2. Sculpt Base Mesh in ZBrush 3. Export…
OH! I almost forgot the biggest issue i had!! If i leave the tool running for a couple hours as i go back and forth between max photoshop and the viewer, suddenly it starts lagging my computer TERRIBLY. I'm talking no input response for 1 minute, then 1 second of control, then 2 minutes of no control, 30 seconds of…
🧩 Freelance 3D Character Artist – Modular Miniature Design for Tabletop Game Project Overview Hello! My name is Mat Nicholas, and I am a professional Game Designer with over 20 years of experience in the video games industry. In my spare time, I’m developing a new tabletop miniatures game built from the ground up to…
Hi, the function has gone missing in a website update somewhere. I've rewritten it on the fly and it should do the job. It is required only if the object is an Editable Poly, the Editable Mesh doesn't call it. [html]function getPolyFromMeshFace theEditablePoly iMeshFace = ( local iResultPoly = 0 if (…
What the fuck is wrong with you guys. Yes you are right! Metal Gear solid that I played was really lame in explaining the nano machines that are making snake older and close to dead. [ame=" https://www.youtube.com/watch?v=HqJy5lG0vME&feature=bf_prev&list=PL29A3CD9C5BEEE997&lf=rellist"]MGS4 Cutscenes -Act 2 Part 4- Naomi…
Update on this problem. Obscura thanks for the idea, but doesn't work in my case. The GI is being calculated independently for each face, which creates seams along the edges. Also, since I need to output six separate bitmaps, baking won't work because it makes 1 image. What I've tried so far: 1. Rendering from six cameras.…