Selling yourself short is the worst thing ever. It shows a lack of confidence in your skills and also a lack of understanding in regards to how the industry works. Looking at your animations alone, you don't need to sell yourself short at all anyways. You should put a different title in your portfolio, like character…
Umm, doesnt ubisoft have some of the best selling IPs right now? How is that self destructing? Maybe Im just naive, but they seem to know what they`re doing. Their 1 studio that shut down (compared to other large companies that have so many more studios closing) is the one that worked on the lesser known, worse selling…
Hi everyone, I'm working with trimsheets for the first time and have a few questions: * How can I maintain a consistent texel density with my UV shell? My object often ends up being too large, so I have to rescale my UV maps significantly each time to fit the trim. * How should I use horizontal tiling if my UV island is…
Lots of possibilities as mentioned. Here's another one that might work for what you want to achieve. Add a few more divisions and overlay the uv shells for each section of the roof on the same tiling texture. This way you can get the benefit of a tiling texture(nice texel density), and also make sure there's minimal…
I actually do have NSUV[Straighten Shells!!FTW]. I have shamefully moved further from it ever since discovering 3D coat. I but do miss my dear to heart nightshade suite of scripts. One of my primary factors for moving more and more to 3DC was that I just couldn't get the Textel density operation to work[that and/or I have…
I found this thread interesting so I did a test bake myself. Here's the result from SP2: I'm using Max but for some reason the face normals of the low-poly .fbx were locked so even though I applied a single smoothing group all corners were remaining non-averaged. In Max you can use an Edit Normals modifier manually change…
I use 2012 at work and at home, and frankly I can feel your pain. I don't have a specific workaround for your issue, as I don't manually weld verts much at all, but I can sympathize with how unfinished or non-functional many of the most useful features we have come to know and love. I know with Unfold Mapping (broken) you…
Ya having the whole scene as a single mesh is extremely not idea (made that mistake before as well). Modular pieces are most ideal but this is salvageable. I would use your 3d building application (max, maya, etc) and make a second UV channel in there. Obviously interior walls should be largest in the UV space and exterior…
Once again I have run into a bit of a wall Mel. I tried to write a script that get uv shells without having to select the uvs themselve one shell at a time. global proc string getUVShells() when running this script with few mesh selected. I get this Cannot cast data of type string[] to string. What I dont understand is…
So developing a separate version for PC that won't even sell as much as console version is a good idea, but developing a better version of a game for PS4 because it's more powerful than Xbox One is nonsense? How does that work? Wouldn't it make more sense to make PS4 version a better one instead of PC version? Or it's a…