Thanks JMYoung, that's a good idea. I'll get on that wood thing (for the railing and curved stairs I'm thinking, as well as trim on lights and speakers). @Neox, forgot to put in my first post that I would be changing my backdrop to space rather than underwater, but I decided I'm going to stick with underwater after all…
Hey Guys, currently working on an asset that I wanted to target for "something beyond this generation of games" or "high end pc" asset. Originally this asset was started as a tiny prop to do some sculpting, but as I progressed I realized that for the amount of detail I was putting in, it would probably be a close up prop…
Hi, I'm trying to make sense of the workflow from low poly to high poly. Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old. My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low…
Hi there Polycount, I plan on making a trim texture focused Quick unwrap tool in Maxscript. Would like some feedback if this would be a usefull tool? What i want to make: 1: U predefine the sections of your Trim Texture uv Spaces. (Trim Panels) 2: U Select your your basic mesh / model. 3: Dont know how I wil handel this…
Hi everyone. I'm having a problem with the decal machine pipeline. I've got a small project, and my plan is to create an industrial kit for my environment using a single trim sheet for the entire asset or even the entire project. At the stage of a proof of concept, I started to face some problems: 1. Can I create and use…
I'm currently optimising some very tri heavy meshes and wondered if something that can be scripted to sort a bunch of selected meshes based on their tri count. I have found this script that sounds like its the exact sort of thing I need but it doesnt seem to work.…
[ QUOTE ] Tried to do this with Modo's 3D paint awhile back, but it couldn't do it. Maybe they're improved since then. [/ QUOTE ] The way you would do it in modo is by just painting with your textures as you want them to blend, the transparency of what you're painting is stored in the alpha channel (unless you're using a…
1) It depends. In a studio setting, texture limits are typically dictated by your memory buckets or other pipeline rules based around overall memory allocation. When I'm working on home projects I just go with using as many textures as are needed to make things look good. Though I will share resources that make building…
Hello. Yes, of course. Here's the description of the situation and the solution I applied. First, I created low-poly and high-poly models. Because the high-poly sculpt was very heavy, I used only one instance of the objects for baking onto the low-poly overlaps and trims. This caused a problem with the AO map: on one…