This. I wouldn't bother unless you already have a job where you do nothing but paint in photoshop or sculpt in zbrush all day and nothing else. Any other kind of 3d and maybe zbrush less than half your time spent, and you want standard m/kb for that. Even when working mostly in zbrush, I still find myself hot swapping to…
So... This actually makes sense. The verts are still being affected by the joint that they where bound to, moving them so far away from where they where bound is going to make for all kinds of whacky transformations. There still could be some weird issues going on because the results are unpredictable but you can't move a…
The way you pack the UV's would depend on what you are going to use this for. It seems like you should be able to fit them both onto the same map as they are fairly simple/small objects. You can pack multiple objects into the same uv space in maya so you don't need to combine them or anything. Just select them all whilst…
Good morning, looking good people!! @ JustMeSR - I would suggest rotating one of the cables on the ceiling 180 to help hide the symmetry. Loving the cushions. @ TheFroth - Looks good to me, personally I'm going to handle the plants later. The lights do look a bit big, but it might work? Maybe a little thinner. I added two…
another reason against it, which I just realized, would be asset re-use. Opening existing work would be annoying if the assets aren't available in FBX or OBJ. With more complex assets, such as levels or rigs, it won't be possible at all without the danger of loss or transformation of existing data. If there is custom info…
@EternalLamb Thanks! I am exploring more about the character and basically visualizing some of the ideas that I am having. Here´s a quick screenshot of what I´ve got so far, not final compositions or anything yet. Left to right: - 1 Thought of Kayn (In shadow assassin transformation), grabbing the last survivor of the…
PC FTW!!! (of course i'll play this with the 360 controller hooked to my pc tho :P) http://arkhamcity.co.uk/viewtopic.php?f=4&t=4249 Those straying away from the purchase of the console version and deciding to give the mouse and keyboard a go will be delighted to learn the highly praised PhysX engine and DirectX 11 effects…
Hello - • First things first, forget all about the end of the pipeline for now (baking). Your workflow currently has a fundamental issue related to model scaling, which should be taken care of first and foremost. Spend a day focusing on this alone, to precisely understand which part of your process creates the error. It…
Like bonebrew says, check the import/export settings on zbrush; otherwise the only things that will cause the scale to shift is if you change it with transpose or an offset/size deform. Also check your obj itself to make sure it's at the same scale as the model in your Maya scene (I'm not sure what Maya allows for export…
To my knowledge there weren't tool doing this properly in Max. Except VertexNormalToolkit but it's very new, and while it has good ideas, it feels lil clunky and it does stuff i'm not sure to like (like collapsing the stack). I've updated the script to 1.1.1 with a small bug fix when source objects have transformations…