Hello dear polycounters. A friend of mine has launched kickstarter project of a terra forming adventure game. I hope you will find it interesting! Anyway, thanks for watching [ame=" https://www.youtube.com/watch?v=1EUFHqcHzh8&hd=1"]RealmSource Presents Realm Explorer - YouTube[/ame] About the project Realm Explorer will be…
Hello members of the forum, my name is Rojigami and I'm thrilled to be making my first post here. I'm a student who wishes to get better at sculpting with ZBrush and I'd like to hear tips and feedback from more experienced users. As an anime fan and and a follower to the One Punch Man, I am fascinated with a particular…
Hello polycounters, so straight to the point. I am just acouple months away from finishing my senior year of highschool. Awhile back a professor at MMI "Madison Media Institute", the collage near me, told me that I can probably skip the collage faze if I really dig in and work hard. So with that goal in mind, I come to you…
Well, they said it would never happen, we all thought it was a myth... the game that might never be. It's here. My Collectors Edition just arrived at work (althouth I still won't believe it's real until I'm playing it). Jokes aside, who's buying it? Who's excited? I'm personally a HUGE fan of the series, Gran Turismo for…
Latest update: Original post: So, originally I had this idea in my head of Nidalee (My fav char) out in the woods/jungle, stalking some loggers - a reference to a point in her lore. A buddy of mine suggested I change it up and do something else - given I'm a huge Predator fan, and the Headhunter Nidalee skin is awesome, I…
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
Looks perfectly normal and reasonable. The stronger the gradients and colors in a tangent space normal map- the more difference there is between the high poly and low poly shading/normals. With a properly synced tangent space workflow, it shouldn't be much of an issue, but it can cause issues when textures get mip'd down…
I'm starting a project of a sci-fi lab which is school assignment. Planning to make many modular elements to create environment as well as other props. Firstly model of a drone which main shape is based on a concept i found.
Does anyone know why I am missing the skeleton tab under HumanIK? (I am trying to add finger joints/controls, but I don't see the skeleton tab anymore.. I'm not sure why that is or how I can fix this. Also, I am using Maya 2017. Thank you. Referring to this:…