Still hoping for some direction here. I've even gone as far as making a variety of test models. So far, the most promising is to either bake using groups, which totally removes any AO across objects or to combine and remodel the objects all into a single mesh. In the single mesh case though, it can be tricky. I think the…
Characters are the tough one. In order to remove the high poly step, you have to stop using Zbrush. We all know that Zbrush is THE essential tool in a character pipeline, so how do we remove it? How do we tell character artists that they have to go back to manually making a character using Sub-D modelling? There may be a…
I read 1064 tris on the last progress pic, you might have to remove some details from the last state if you want to add more details to the cockpit or other areas. You could if you have not already remove all the faces from the bottom that will not be visible, use planes to face smoothness and roundness of the wheels at…
Just bind this to a hotkey and you're done : string $Objects[] = `ls -sl -fl`; // Store current selection for ($Obj in $Objects) { // Start a loop that will go through each object in your selection list select -r $Obj; // Select the first object in the loop polyColorPerVertex -rem ; // Remove any vertex color data on the…
Hi guy's, Some new test and a big surprise in the process, when i remove the SD normal node the one with the intensity slider and just plug the nm everything pop up and even better than my exaggerated AO. Even the specular got ten time better just with removing the normal node. Is this a bug or what since the difference…
"The threads you have read should have the [new] highlight removed from them. This is shown on the left of each thread title in the list. Or are you asking for something different?" well... this has been discussed 4 or 5 times already. Did the stuff from old closed discussions actually make it to the wishlist? There is…
Highpass (good for removing highlights etc) and surface noise or surface blur. Really useful for removing noisy detail. Also the blending level trick (its on that cgtextures link) really useful for getting nice drip and rust stains or peeling paint etc. Something that really helps me in texturing is thinking in broad terms…
That splash page most go. Site spends a lot of time pre-loading The page itself is framed into a small resolusion window, thus nothing you present can be seen at current video game resolutions. This makes all your work appear old and dated. Generally speaking, you have way too much content for anyone to grasp what you are…
Day5: I spent the day reworking the armor to make it look more like Japanese Traditional Samurai armor. After removing the current breastplate , pads, and the arm bands, along with the skirt. I was at around 50k polygons. The polygon count went back up to about 62k when placing some of the new assets but it's still under…
With the painting tool, you can paint by faces instead of verts. This will paint faces solid with sharp color 'seams.' No, you do not want to remove duplicates. The script automatically removes duplicates because it writes directly to array indices. For example, if face #12 uses vert #43, it will write to vertPosList[43].…