You need to export one of the meshes you can create in Mudbox to your 3D app and compare it's size with your model (size refers to the scale of the model, not the polycount). They need to be roughly the same scale. If you need to re-scale your model do it in your 3D app (then freeze transforms) and re-export to Mudbox. Do…
Love the way your work is presented. The thumbnails give a great view of what I'll be clicking on, and the entire site is very clean and professional looking. I dig how the images open in separate tabs. As for the work itself, very inspiring pieces. As for the comic pieces, I still frequently pick up the Dreamwave…
Can't wait As for Shia, I can actually imagine him being a pretty decent Indy in a few years. He just have to drop the goof level a bit, and be a bit more mature. If he's a halfway decent actor he should be able to do this. Though considering I couldn't tell his characters apart in Disturbia and Transformers, I suppose it…
There is a difference between production art and fine art that I draw, and that line can get murky, but most games tend to fall on the side of production art. Representational, technically excellent, perhaps, but not meant to inspire great feelings beyond those required to entertain. The difference between Transformers and…
you have your answer right at the end of your post - fix your bake. I forget exactly what painter is doing here - I've been through this with a number of artists over the last few years but it's been a while. IIRC its partly down to what gets picked, partly the color space transforms applied to picked/painted colors and…
I was going to suggest to transform a (0,0,0)-vector from local to world space but that's the material function you already mentioned. Unfortunately it's not working in the pixel shader for UE3 (it does for UE4). I've also looked trough some UE3 shader files but haven't found anything helpful to use in a custom node. There…
In answer to #1, I think this is what you're after : Select the faces you want to scale. Hold Shift+Right click and select "transform component" from the marking menu that appears. Click any scale cube from the manipulator (Gizmo) that appears. This sets it to local scale mode rather than local move. For a uniform local…
Sort of sounds like a transform issue belong to the mesh. I can't remember 2016 having this issue. Have you tried Reset XForm? Or if that doesn't work, detach the mesh, create a box, collapse to poly and then attaching your previous mesh to the box (and then delete the box element). This removes all data from the previous…
Here's an update from a little fan project I'm helping to put together. About 90-95% of the modeling is mine, all the materials are mine, done in MODO 801. There were a few edits / additions made by the project lead, and the design itself is the work of our chief concept artist. For more updates, please check out this…
Isn't that an issue with baking? xNormal sometimes does this. Does it work in other engines? Is it visible in baked map? If not, changing export settings, or exporting different format (.obj, .fbx) usually helps. You can also bake Object space and then convert it to tangent space and that seems to get rid of that issue as…