I try to get people to always bake out an AO map for the high rez. Why? You do it once and it's always available for later, with colour transfer. You spend your time making one high quality bake and get the errors out of the way. You spend your time on the transfer, and just deal with transfer problems, rather than…
Until I can get that shader to work dudley is my 2ndary project, I want to finish him but shaders are a new strange alien world to me and ive been trying to get all the help I can get from it but just havent had the best of luck with it. anywho yea like I said that model you see posted above im redoing due to a mess up in…
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
Hey guys, I'm working on a block-out of a basic environment and am trying to setup some basic lighting, but I'm having an odd issue where my preview/build lighting light is way different from the lighting I get in-game. If I build lighting, I get the normal lighting I want. If I try to go in-game just after doing build…
If I have any geometry in the viewport with Mia Material X applied to it then everything displays ok. As soon as I connect texture to Mia Material X the geo in the Maya viewport goes pitch black. I am having to apply textures using Maya Blinn and once I am happy with the texture placement I reconnect texture file back to…
Hi, I have an action shooter inspired by Smash TV and need help deciding the amount and type of enemies for each level. https://store.steampowered.com/app/2173330/The_Kill_Zone/ If this interests you, please get back to me. Thanks
Slum: quality and simplicity of workflow, its a lot easier to get really good results using object space, you can add as much geo to your cage mesh to make sure things render out straight without worrying about screwing the smoothing with the end result. The main thing is just getting it to render out a really nice, clean…
Neat. Though I'm thinking you might want to try out trim sheets for spacecraft like these. Trim sheets allow you to get much closer to a ship, and still see a lot of detail. You should check out the work done by Millenia on Fractured Space: https://polycount.com/discussion/206582/mining-station-fractured-space
I can only answer some of these questions since I don't do character work. I can give you some high level career advice but obviously take that with a grain of salt and pepper. So really when talking about next-gen they're talking about better rendering technology. Definitely read up some Physically Based Rendering, its…
"Sub-d models in undivided state are still having lots of redundant loops you would have to get rid on next LOD" Tell me you are a maya user without telling me. A lot if times if stuff is built with modifiers its just removing said modifiers to kill support loops. Making LODs on meshes with a quadlike structure is usually…