Hello there. I want to know that how can i sculpt hard surfaces ? I am not asking how to create a hard surface object in mudbox. I am wondering how can i sculpt an hard surface object (imported from maya to mudbox). For example i tried to work on a very basic building. I used split edge rings in sides to maintain the hard…
Ok , so im supposed to be in vacation and i brought my external hard drive ( with naruto and some other stuff ) and everytime i connected it it was amazing no problems wjat so ever. Te most that the hard drive gets is to be standing still without anything that could damage it. I turn the PC on , plug the hard drive and…
Gah, my kindom for something resembling Max's hard edge system in Maya. This normal tweaking malarkey is really annoying. Anyway, at the moment its refusing to make any edges hard on my polygon based character. No idea why this would be. Its evidently got something to do with the way my model is built because If I just…
My workflow for Hard Surface game-based HP modeling: might not be the most efficient way possible (though retopo is definitely an area of a 3D artist's pipeline that I think need more tool innovation, alongside UV'ing...), is to start by just modelling a really solid HP. Where I spend a majority of my time in 3D suite.…
Just finished a modular real-time library environment in Unreal Engine - a reusable modular kit (blockout + modeling in Maya), Substance Painter texturing, hero-prop dressing, Unreal assembly, and a motivated lighting pass (warm afternoon sun through tall windows). The focus was the two things that make or break a…
Is there a way to retain hard edges on a low poly mesh when subdividing in zbrush but still have a little bit of smooth, similar to subd modelling hard edges, but without the extra bunched up geometry. I found a video while searching that covers what i want to know, but its for Maya, is there a substitute for this in max?…
Job Description Hard Surface Character
Artist Visual Purple is
looking Hard Surface Character Artist, who is adept at creating complex robotic
and hard surface characters for Unreal Engine 4/Games. The ideal candidate
would have experience working with the Unreal Engine 4 and expert level proficiency
in Maya or Modo. The…
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Hi everybody! I'm currently a bit stuck, but for the past 2 days, I've been trying to move a model from Maya 2018 using Hard/Soft Edges to control the hardness of edges. Problem is when I export the model (with Game Exporter) to FBX I have had this shading problem. From my understanding, Max doesn't use Maya's hard/soft…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling