I have some advice as far as the texturing/materials. I can't help you with the high poly stuff, although, from my limited experience, it seems like roughing the bricks up in Mudbox/Zbrush is the way to go. Anyways, I would consider combining one or more of the following things. First, vertex shader; this is super…
Really great to see all your progress! - I wonder if it would be worthwhile (depending on how the UVs are mapped) if you could use a world position to offset the U/V direction of that granite texture? It is pretty noticeable of the same pattern repeated over and over. Might be worthwhile to do for variation. Or do another…
Wow, I guess that's what I get for implying something is better than Max. I don't think glib for one is even reading my posts :P Lemme see if I can set things straight: You can model in anything. Modeling is not rigging, it's not vertex coloring, it isn't even UVing. There are no pipeline-specific tools, plugins or exports…
Snaps are better in Maya than in Max, vertex snap in Max is still ok though, just make sure that Vertex is the only thing enabled in the snaps menu, and make sure it's set to 3D snap. UV-mapping organic stuff in Max is super fast: 1. Add unwrap UVW modifier 2. Select all faces (face mode, then CTRL+A) and hit Quick Planar…
Hi everyone! After some work experience in CG 3D, I am now trying to find a job in the game industry again, which means working on my portfolio and improving my skills. I decided to work on my weaknesses mainly and improve my speed and scale on environments, using modularity. While I know the basics and use some of it, I…
So who knows why, but I was curious about a way to really easily and quickly put together decent-looking modular Bouncy Castles, with a dedicated Master Material. A habit of mine is to try and find easy solutions for cloth/rubber/etc things without expensive tools and high-res meshes or lots of unique surface area, so this…
Hey guys. I have been slowly running out of steam while doing my Victorian mansion so I thought it would be nice to take a short break from it and do something smaller. In the end, I've decided to make a medieval wine cellar; here's a rough block-out of it. Here's what I'm planning to do next (this is more of a note to…
Huge per-vertex operations are typically slow when going with just maya.cmds and pymel due to the nature of the programming language (Python). What I would suggest is to use the Maya API instead. Easiest stepping-stone into that would be the Python bindings (OpenMaya). Create a vertex iterator (MItMeshVertex class) and…
You could (in theory) encode all your colours/gradients as a curve or 1dLUT , mark up the various different "material IDs" with vertex color and offset them with parameters on the material instance to index into the curve. bit of a waste of effort though imo :D
Until your model is pretty simple like wall barrier , a box or like LODs are necessary . For a character Simplygon does an ok job already. As far as I know Unreal uses Simplygon and makes lods automatically . But in some cases LODs require decisions and compromises Ai incapable to do yet. There are also a semi-automated…