Almost Done!!!!! Main Shot^- I uv'd and applied all the materials to my objects. I FINALLY got a acceptable mesh for the Knight statue with the uv's and retopo.(Thank god for zbrush's uv master.) I also decided to add some variation on in the grass height. All I have left to add to the scene is to create an interesting…
I would really love that , now my kapok tree isn't abnormal as this one but is a natural real one growing about 40 - 50 m above the ground and emerging on the other normal trees of the jungle by at least 10 - 20 m up , the roots are immense compared to a man , the problem I am having is that I chose a texturing made witha…
zBrush and Mudbox is really good for very fine and complex detail. Like organic shapes, decay, and damages and scratches. Root programs like 3DSMax and Maya are better for big shapes and precise shapes. It's down to personal preference. Some people like to have really basic basemeshes and then do all the detailing in a…
School doesn't teach anything of the sort - never been taught or encouraged to go down the games art root - hence I have very little work related to the subject. Plus as still in full time education there is little space for doing extra digital tutorials. This is definitely the career path I want to go down, but having…
This script might be interesting: http://www.pxfactory.eu/scripts/grow/grow.html This tutorial might help get things rolling: http://www.escalight.com/tutorials/3dsmax-tutorials/growing-tree.html The digimation suite has a lightning plug-in that could work for roots: http://www.digimation.com/home/Downloads.aspx?sm=ds…
So I have a whole range of problems. First pic I actually dont have a problem with, just a standard HP to LP workflow. Gotta get into texturing, not sure how well I will got at texturing. I want to try and do a procedural texture for the rocks and see how that turns out. Second Pic: My lp to HP workflow broke down on this…
Hey Ricky! i'am very familiar with this workflow and I think I can help you. Using humanIk is pretty much straight forward. The first thing to know is that humanIK is designed to work with T-pose skeletons. So, grab your mocap data and put in a Tpose. How? Easy! First, select your Root joint of the mocap. Then, select the…
my maxstart file has my windows and grid setup organized into 3 little windows, 1 large, grid units 16/8/8 generic units, snapping on, resize of grid ok on all views bar perspective. It also containts the standard male character from whatever game im working on scaled correct and aligned to the grid wiith a base pivot…
bake 16bit textures and 8 bit and see if there is a visible difference. if no difference, go with what is lighter. keep a save file of your baking setup right before you bake, just in case you learn something new in the future and decide you want a different size texture, then you can easily do so. as for outside pieces,…
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