Whew, finally got around to getting some of this out the way. This is going to be a sweet chance to really put my all in, on some sweet composition and lighting. FIgure I'll get those out the way first. Here are my first passes at the scene. As you can totally see, I'm really into these Dutch Angles. I'm trying to make…
There are several ways to approach this but a good starting point would be to identify the minimum number of unique UVs needed for all the road wheels. As an example: the front faces of the outer road wheels could all have unique UVs to support painting unique camouflage patterns but the inner road wheels, back sides and…
Looking good but not quite low enough for the DS. You're more in the Half Life Quake2 realm right now, kind of on track for the PSP. Remember the DS is more of a 2D flatform and is thankful when it gets to push a few polys but its hard work for the lil unit. Lowering the poly count: - Rumbles red shin detail, could be done…
Hey there, good looking model. 1. Yeah, most likely you will be able to use a 2-sided material, but as has been said, it depends on the game you want to put him in (most games seem to support 2-sided materials though). 2. What King-Vitamin said. 3&5. Since they're essentially the same question - again it depends on the…
Hi everyone. I used the following code to change Maya's default shelf height: int $shelfHeight = `layout -q -height ShelfLayout`;int $doubleShelf = $shelfHeight + 20; if ($shelfHeight < 150) {layout -e -height $doubleShelf ShelfLayout;}else{layout -e -height 40 ShelfLayout;} And it works but know the problem is that…
I did my best from just this limited 2 similar views About your question relating normal map : Basically you can have things that are in the material of the cloth itself like cloth bump or some sort of pattern , embroidery , lace trim and so on this is specifically on moving part , on part that doesn't move much or at all…
I use a simple toggle wires script to toggle the wireframe of the objects in my viewport on/off. However, I’d like to take this a step further: to any cutters visible in the scene (regular geo with its display type set to WIRE), also them vanish on/off too. I believe the quickest way would be to toggle the Show in Viewport…
How do you guys go about finding companies to apply to that are not necessarily big names and aren't exactly advertising their vacancies on LinkedIn or other job boards? I seem to get better responses from these when applying to them directly. Do any of you have some sort of strategy when it comes to this?
This wall is mirrored so i'ts using the same uvs position for both sides, but for some reason in one side the trim normals are inverted. I have the same setup inside blender and the normals look fine there. Any tips on what i can try to fix this? Some update, the problem seems to be happening because i have the trimsheet…
Hello, I have this model which uses mirrored uvs i have set this up in max offseting them by 1.Also my mirrored side UV's are inverted to get a good bake in SP. If they aren't inverted my bakegets screwd up (fbx 2014-2015). If you are using mirrored uvs. Does this mean if you are using text decalls/stencils the mirrored…