I've tried disabling light tracer but it doesn't seem to make much difference. The real problem I'm encountering is that anything which comes into max from ZBrush just takes forever to bake - eg a ZB mesh optimized down to 450k will take about 10x longer to bake in max, than an equivalent 450k subdivided object in max.
An Olympus Micro Four thirds camera is also a very good option for something compact. The lenses are smaller/lighter than Sony Nex lenses, and there are more lens options, plus it has in-body stabilization which means you will be able to use lower shutter speeds (and low ISO, which is important for image quality/low noise)…
heyho.. finished another model laying around and waiting for some attention. In the process of making the textures and final shots I also reworked my toon shader a lot. Switching from shaderFX-node-pushing to txt-editor scripting. Cleaning the code and tweaking the methods. Will release an update for the shader soon.…
Could you pass this news onto any Games Designers who might still be looking for work? Senior Lecturer in Games Design, University of Hertfordshire School of Creative Arts £35,938 to £45,486 per annum Job role details - https://www.jobs.herts.ac.uk/pls/cor...ay_apply_ind=Y A link to our Polycount thread…
i'd put it at around 45k in the west, more if you can sweet talk them, if it's a freelance-contract, you can impress with your work history or if there are some extra responsibilities attached to the job. obviously never hurts to shoot for more, especially with a foreigner-bonus.
of course what exactly intense lag and 'little bits of details' mean are open for interpretation but you can do 3D alright with something like an intel HD3/4000 (laptop iGPU's from 2011/12) which reach between 300-ish and 451 in that benchmark. not suitable for complex scenes but certainly not annoying to work with.
POV-RAY (here's how you model a red cube) #version 3.6; //Includes a separate file defining a number of common colours #include "colors.inc" global_settings { assumed_gamma 1.0 } //Sets a background colour for the image (dark grey) background { color rgb <0.25, 0.25, 0.25> } //Places a camera //direction : Sets, among…
You've hit a very common issue. Try researching 'pose space deformers' and it'll show you how to setup multiple blendshapes https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-00699C13-8CA1-450C-937D-57C7B3DFD8C6-htm.html