HI all, got a bit of an issue. I am trying to export my Highpoly from Zbrush straight in to Substance Painter to bake on my Lows and I am having some issues. Below is what comes out. I think it might be a scale issue but when I import it in to Maya, the highs match up perfect with the lows. I would normally bring the highs…
I like the first one the most. It has a nice ratio with colors of elements where the white is the main shape to keep an eye on readability-wise. Second one has so much variation, and the tank makes its color ratio of black and white almost 1-to-1 which makes it maybe a bit less readable. The dark one feels a bit heavier…
stylish so far man! 1:1 scale is a huge thing. I never really though about it until I started working in the industry. figured you can always scale anything at any time so it's not a big deal.. turns out it can waste a ton of time if you don't start at 1:1 scale(matching your game's engine). :D Looking forward to seeing…
Hi Okt, here is a function doing the job. Works with Editable Poly and Mesh. Gets an object and an array of Point3 and clones the source to specified positions, then attaches them to the source. You may want to look to this thread discussing how to speed up attachment of a large number of objects. function cloneNodesToPos…
OMG... Golden Eye! I have a few good GE stories. Here's a couple: A best friend of mine and myself would play 1 on 1 DM at sleep overs all the time. We'd tape up cardboard pieces on his TV so that if I sat across from him I couldn't see his screen, and he couldn't see mine. At the time, it was bloody intense! Another thing…
Gumroad had it coming. Always telling Paypal they were 'just on a business trip with colleagues', that they're just 'old friends' with credit cards. Glad Paypal has gotten it through their heads that Gumroad was just playing them, messing with their feelings and treating them no better than an IOU note or a Domino's coupon…
Project UV from the plane to those small objects . Bake object /world space normal map. Apply it on the plane only and re-bake it to tangent space . Not a single click although . Also you could just double the plane, select the original, shift it a bit and use the rest as hi poly object plus another copy of original plane…