I haven't had any problems with Doom3's normal map display, you just have to make sure whatever normal map generation method you use (nvidia filter, lights in your 3d software, max's normal map generation, whatever...) follows the same conventions as Doom3's renderer uses. These conventions are: Red channel - Black =…
I don't care to have one, but my youngest brother does. My mom called to tell me she was up before daylight this morning to buy one, and some kids had camped out overnight, only to discover that particular walmart only had 6 Xbox360's, and only 2 of them had HDD's, which is the one my bro wants for Xmas. The lady at the…
First off let me say I think the design is pretty elegant. Heres my two cents: I agree with the idea to use a plane with transparency for the teeth. Also, I think you should make some changes to the structure. The head has a lot more polygons than the body. (My personal style is to have a relatively even spread) Id say…
@Fabi_G .. ok i will sorry i didn't get you the first time. im doing another export at the moment but i have to wait around 50mins till blender is done exporting :s my PC is pretty old unfortunately. will be back to you with the the UV layout asap
Try this import maya.cmds as cmds
import maya.mel as mel #Get all the transform nodes that have hg in it's name
geo_list = cmds.ls('*hg*',type='transform') #run through all the geometry
for geo in geo_list: #Ch=0 so that the soft edge won't end up in history cmds.polySoftEdge(geo,a=180,ch=0) #Get shapes to assign material…
I don´t know why when i bake the maps, put all settings this happends: Some of them get well baked others not, everything is well named(to bake by mesh name), scale are correct, I´m ussing Udims and some(not all) of failure mesh have holes(i don´t think it´s the problem because is first time this happends) just in case it…
For the top concept, it's really gorgeous. I love that it's refined but is so expressive and painterly. My main critique is I don't know where to look. You have 2 opposite directions. The skull is looking right, the guy is looking left. Its a little jarring along with all the glass thrown around at first. The "veins" for…
Loving the scene so far dude, got a really nice retro vibe to it, especially with the wood panelling, I especially like all the mementos to family members little photos etc. I thought I would offer up a few points hopefully to help you out with pushing this to be as top notch as possible; as it is really good already. I…