Maya uses construction history to (try) to keep some sort of editable options open on previous commands and actions done on meshes (or nodes). It works by inserting a history node into the scene graph, in the case of a polygon cylinder this node will be called something like 'polyCylinder' and has the attributes you're…
I'll simply answer in here and not in the Kiki thread as I assume MBauer17 won't mind. I think there might have been some confusion regarding the various AI tools used. As I understand it, there is Promethean for content management / assisted set dressing*, the Feedback/Inspiration tool, and then whatever tool(s) was/were…
The Art of NanoLegends Nano Legends is a platforming educational game about cellular biology and cancer awareness using the Nebula2 engine. It was developed by Commgraphics. Our target age group was junior high school kids, so we kept everything fun, but with a dark edge to grab their attention. Nano Legends have nine…
I've found Maya to be more of an asshole when it comes to crashes and just having random nodes and old 'unclearable' history information attached to geometry compared to Max. I'm going to be pretty vague (without breaking NDA) about the current environment I'm working on. But there's just one bit of geometry that I've had…
Alright, now that Christmas is done with I've had some time to work on this again! I improved the hard corner on the lower floors and corner pillar, upped the spec and grime on the windows, and split the sidewalk tiles. adam, thank you very much for those photos, they are incredible! I've gone through several different…
Thanks @capone! Its actually not so tricky. I just mask off more and more dense cell nodes via the inverse values of the prior cell noise. I'll edit this post tomorrow with a lil guide. Super simple technique! :smiley: Update: Edit: Here's how I restrict smaller cracks to places where larger cracks join. Its just a mask…
I'm aware that it could be done faster. However this is my 1st vehicle so I was learning as I made it. I know now how to do it faster next time. I also feel there is a lot of detail which maybe doesn't come through in the images I've posted. The interior high poly which you can't see was half of the time spent. And again…
I have done some basic character/creature/environment modeling, texturing and rigging, none of the advanced lighting/cloth physics/scripting, so I have a basic idea of what can communicate good volume and what's annoying to work with, but I'm inexperienced with 3D so I need to work on it a little bit more before I can make…
I tend to agree with Ged. I'd add more color. The grass is a great start, you can keep it all earthy and such. It just needs something extra. Being an old Cathedral, let's assume that they would have decorations and banners hanging down (more than Catholics do this but its who comes to my mind) to symbolize different…
I think the model is great, really nice work! The textures need to be unified, none of the materials look like they have aged together. To help combat this you can overlay a color or a dirty texture and then desaturated your materials. As things get older, wood especially, they fade. The porch wood looks very brown and…