I was curious if anyone knows if there is any way to do a bake in xNormal that distributes the process to multiple computers to speed things up? I'm thinking something like what swarm agent does for lightmap baking in unreal.
I googled this, and all I found is an old script that wasn't updated for a while and doesn't work on newer versions of maya. Basically, what I want is to take this piece, for example: And evenly distribute vertices along the edge. This is just an example to show what I mean. I'll later export this one in zbrush and convert…
hi guys. so i have a cartridge that i want to copy roughly 200 times and distribute it across an area in maya. as i dont have the strongest of cpus, i am looking for a, or the most performant way to do that using dynamics, as doing it manually would take way to long. i´ve tried with ncloth but that aint working due to the…
Im creating a piece of lace tied to a gun and im using Maya. I made a curve and then extruded a cylinder around it, but the problem is that im getting very uneven poly distribution along the curve. I have to push the extruded polys to like 50,000 just to get enough detail to make the knot in the lace. This photo may be a…
We got a project here at work we want to see about getting on Steam and we've contacted them several times via http://www.valvesoftware.com/business/ using the jasonh@valvesoftware.com address given for Digital Distribution Platform questions and they won't even send us a reply, saying no thanks... Just wondering if anyone…
Hi I have a mesh that has an uneven distribution of the polygons in zbrush , ofc all quads but I reached the lev 7 in subdivision and I can0t go to 8 but I realized I needed more sub on another area of the mesh , going back and redo gfrom scratch is not an option , I tried dynamesh but that creates an "even" but messed…
Hey. I've trying to get this solved but the result is always the same in low poly, specially I'm trying to create this mesh; a platform connected with bridges and I created 3 UV snapshots for all this. However, I'm not sure about the distribution of UV shells, their size or anything else to fix. Here I'm leaving some…
I'm working on some foliage at the moment and the leaf/branch textures will be generated by making hipoly versions and then baking them onto an alpha plane. My goal here is to get accurate leaf and branch placement for said foliage in a similar mannar that Crytek managed on their textures for Crysis 2 and the CE3 SDK.…
Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…
This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.