We go to Michigan State. We were taught to use smooth preview while modeling, and to use bump maps and such, but I am not speaking of smooth preview. I'm talking about the separate tab in maya called subdiv surfaces. It has its own tools that you can use to manipulate the surfaces just as NURBS have different tools than…
@timgrossmann : Thanks man, For cleaning the mesh I used the hpolish brush. I love this brush ! About making clean sculpt, the claybrush is the brush I'm using most of the time. In fact, I tried to not use the smooth brush ( shift key ) too much and use the claybrush with light pressure instead and alternate with add and…
no, the batching is only done when your material changes that is : shader or texture. then you need a new drawcall, the more drawcalls the worst. batching is good as it collects everything that has teh same "appearance" and therfore can be rendered in a single call. I refer to OpenGL here, but I assume DX wont be…
I've been searching through the forum a bit but there's such a great volume of posts about normals and zbrush and "workflow" that it seems what I'm looking for isn't just step 2 or 3 but 3.4 or 3.67 or whatever. Anyway, for all you modelers making game characters - how do you approach characters with both organic and…
Hi there, first time posting here and i have a question regarding normal maps. Ive just been trying to create a good normal map for an easy cylinder with an extruded ring around it, and the final normal map is a joke. Im using Maya 2018 for the mesh and xnormals for baking It looks really bad, so i thought i should ask…
cheers fellas Mop:- Yeah,im using pretty standard and simplistic max shaders and masking for most of smaller detailed right now. The problem I find is the lack of control you have if you try and do it all this way,also in most cases in order to get into the nitty gritty you would definatily need to commit to the hi-poly…
Granted I work in VBS3, but ARMA3 is similar. Since RVMAT is a separate file it is not attached to object properties. These are loaded manually within Oxygen. I'll throw out some quick bullet tips we've found work for VBS3 and may carry over when creating models. * Triangulate in oxygen using the "/" key and not "\". Both…
I've been working for about 3-4 years with a manual chamfer workflow and the last 2 years with opensubd, so here are my pros and cons: opensubd (or similar): pros: - cleaner basemesh, much easier to make tweaks and changes (no redoing support loops) - cleaner subdivided mesh, much better for sculpting since faces are…
Those are mostly because the texture breaks at the UV seams, not optimally placed seams and smooth shading the low poly model and hoping the normal map can compensate. A general indicator these sorts of issues will occur is that if the low poly shades badly before a normal map is ever on there. The harsh gradients in a…