Lately I've taken a few swings at projecting an AO Map/Dirtmap from a high poly prop for the low poly prop's texture. Stupid things happen, mainly raycasting issues. Here's a pic of the resulting AO map generated by Max using Mental ray. I'm projecting this using a cage, and the cage envelops the model as it should.…
Procedural level design using Unreal Engine 4 and Houdini Engine. The level is generated automatically depending on length and width and another 6 parameters.So that there are no intersections of objects or holes in the level. To generate this level I used Houdini Engine. Plugin (HDA) runs perfectly on Unreal versions…
There's some valid points in there a: there are definitely more jobs making props than there are jobs making characters. so... if your goal is to get a job ... b: most characters are covered in clothes and props on the other hand though ... are we interested in getting any job or are we interested in getting a job as a…
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Thanks for the comment. and yes you´re absolutely right....so I poste some references I´m using. I want to have the generator as an unique asset which will be used 2-3 times with absolut different placement. The main objects are the 4 "wheels". The function of the generator is that there will be fuel or something, coming…
Yeah, it looks like it generates a new image on the fly and streams it to the browser. I believe that sort of thing is generally used to composite images together or to generate an image with text in it, resize images automatically... stuff like that. Having a dir with all the headers and picking a randomised jpg from…
22 is a common figure to use in the US, but in the EU more vacation/sick days are generally accounted for, so this is somewhat regional. Average per year probably varies a bit as well. For instance in Spain it looks like there are 251 work days in 2019, but 264 in the US. So it's worth doing the research for your local…
Why are you using the spline mapping tool after already generating UVs on a spline? I will just model it as a spline with generated UV coords, then scale them appropriately in the UV editor. Afterwards, during mesh optimization, then I will collapse verts to retain my good UVs if needed (although in general I do not make…
2.6_Tire Today, I have had some time to model the tire. The tecnique I used to model it was to create the main module in low version, then I beveled its hard edges, and I repeated it 32 times to generate the straigh version of the tire at the end. Finally, I applied a Bend deformer to generate the curved version. On the…
No. It's fine for sculpting, but don't use Zremesher to generate your low poly. You really need to be making your mesh by hand. Zremesher is just not predictable or reliable enough to get good clean low poly meshes. Also you have very little control over how it generates geometry. It really doesn't take that long to…