Thanks fearian! Thanks a lot for the tip for the thighs that actually helps a lot and I'll be able to adjust that. I'll also probably change the foot size too right now they do seem a bit more manly than anything. Also here is yesterday's work: Retopology time! Yesssssssssss.....T~T We were given the task to retopolgize…
Colliders As this tool was originally thought to be used in a parcour game with bunny hopping and strafing mechanics, it was important to have fitting low poly colliders. Mesh colliders would of course have cost too much performance and I needed a strict separation between angled surfaces, flat surfaces and walls. Also I…
The approach seems different but after using both you might find its really not all that different at all. I would say the biggest difference is how you look at the shader tree and how mesh layers work, but thats it. At the end of the day, they are just layers with objects in a scene, and theres a layer system in maya for…
Wip #7 [More Houses Bake + some light tweaks] Made some more low polys: saloon, warehouse, well. Test substance livelink, powerful cool tool. Also made some light tweaks and test lightmap density and bake
Ditched the PHP, bought the GUI program, works great. Thanks for the info though, might come in handy if I need to use PHP. Also found a cool freebie for checking a site, Web CEO. Registration isn't fun, but their Auditor tool was worth it.
a few thoughts about topology. I tend to agree with some of the other posts that Dreamer's mesh has some problems. the mouth area layout is going to give you some trouble. you really do need some solid loops around the mouth with some extra loops bunched up in the cornes that can stretch out for a big open shape. I think…
Does anyone know a new way of doing so? There was cool "configurator" years ago and I loved custom panels with few frequently used tools and actions in Photoshop. Not working anymore and neither of its re-incarnations . Is there anything new where I could put a few frequent action buttons?
Our very own renderhjs has plunked down another inspiring update to TexTools, his grand opus set of UV and texturing tools for 3ds Max. More after the jump! Hendrik-Jan 'renderhjs' Schoenmaker has done it once again. He keeps improving his slew of free texturing tools for 3ds Max, and the thankful hordes keep thanking him,…
Cool design, it's looking good so far! Nice progression/improvement. +1 to Zremesher & the projection tool. If that's still too dense, the most poly-efficient way to go would be to do a manual retopo, and project the details onto the low.
That is so cool, now you need Warhammer armies duking it out and its done! I want to give that a try now, what tools did you use, what kinds of materials and where did you get it all?