Hey Sam! The key trick to make Photoshop run smoothly when working with nDo2 is zipping -- a best practice is to have all layers but the current one zipped, as this will increase performance immensely. Disabling OpenGL Drawing does improve performance, as suggested by Fwap, but for high-end machines such as yours the…
There is an article on this website I used to get started on my own modular characters. Google "modular character system" and look for the polycount thread. It's probably archived in the rigging section of the wiki as well. It goes really in depth. For my own system, yes I have all pieces rigged to a single skeleton in a…
sulky: Indeed it is! FINALLY the exporter is in! This together with 14 engine calibration profiles, a beefed up cross-app mode, new smart materials, patterns and crash fixes. Note: there is still one really tricky PS connection bug that a few of you have reported which is still unresolved -- still working really hard to…
unless you're a shader guy or work with rigs and animation there's very little math in tech art. Most of the pipeline stuff is revision control, databases, xml. A lot of art tools aren't really very heavy on math either. Then you have the enforcing of rules and QA stuff (via tools), which isn't math heavy. You train…
Ok, I just rebuilt it for the Max 6 SDK and uploaded it to my site. I also changed it so that it doesn't delete the original object by default. There is a checkbox so you can have it delete the selected object if you want it to. The revised file is on my site at the previous link: http://www.codesuppository.blogspot.com It…
@PatJS Thanks and yes Blender is great: Initially a tough learning curve but once mastered a very powerful software. @frmdbl Yes I agree there are already some great addons out there but I see much more potential moving forward with Blender 2.8. I guess many people want to see a improved PBR painting and texturing workflow…
Hey Jason, awesome piece of work you've done here! I really love it! massive inspiration for me to start working again now that I've finished my course at University. Big thanks for the video's man, they helped a lot! was great seeing how you went through the process of the scene and an even bigger thanks go out for…
You should look into world machine to help build the terrain base (heightmap) and this sweet macro to generate your color overlay: http://www.polycount.com/forum/showthread.php?t=111551 I used that for some terrain content that we're using to test the terrain shaders that will be released with the next version of Marmoset…
It's been a busy week, but I don't have a lot of stuff to show on here. I've been working on lots of behind the scenes stuff like optimization and fixing random mesh errors. I do have a few things, including an update to the road bridge. I managed to use the road texture for the bridge as well (after breaking every paved…
Autodesk Rep: So look... our viewports are crazy fast now. Artist: excuse me what did you say? Wolf? What does that mean? Autodesk Rep: No no really they are fast let me show you. Artist: Stop saying Wolf, its not funny any more. Autodesk Rep: So all you do is export your model as .obj and then... Artist: Is that mudbox…