vahl: This model looks sweet! Very true to the Quake style I think I like the images of the character on your website better IMO. Hey can you tell me where I can find a good tutorial on how to export a character mesh with animations from Maya? Also I'm looking for a tutorial on how to export a static mesh and what the…
Are you using a concept? The back looks kind of flat IMO. just a heads up, if you screw with the vertex numbers (add/remove them)- youre model wont be able to be exported to zbrush with the high poly selected (im thinking what yuour going to do is 1)have highpoly in zb (not uvmapped) -> take it into max to uvmap the low…
It's not impossible, just exceedingly annoying (especially if you have a lot of models to convert). It's been awhile since I've used gmax so my memory might be slightly off. If I'm right though, then the process is something like: - Open your .gmax file with tempest - export it to .md3 - Import file into Milkshape - Export…
Someone asked which terrain tools I use. I start with a flat Unity Terrain, and just start sculpting with the built-in tools. https://docs.unity3d.com/Manual/terrain-UsingTerrains.html I use Terrain Painter, which has a lot of great painting and sculpting tools. I use it mostly for painting the splatmaps, since it has…
Yes like the others said, you are trying to do everything at once. To get a solid base to work from I suggest using zspheres initially. While dynamesh is amazing I find it is really more for advanced sculptors. The disadvantage of dynamesh is it doesnt let you go up and down in division levels from the get go. I made a…
This is my first time posting in the forums. I followed along last month, and learned a lot while working on that noob challenge, but I guess I was just too embarrassed to post along. I decided that I would this time and hopefully it'll help me improve. I've blocked out the main scene for the most part and done some uving,…
Sure it is. In fact I have a warm fuzzy place in my heart and a full copy of lightwave sitting on my shelf, but, when it comes to game dev MayaLT is a much more robust package. Here are the reasons I prefer MayaLT over anything else for games. 1. Viewport 2.0 - I hate cluttering up my workspace with Marmoset files,…
I made a couple of tests with the baker, results are looking pretty good so far, here are some thoughts: 1. Dither output looks super useful, but I still prefer doing it in Photoshop, the pattern looks a little too obvious: 2. The path in destination appears after choosing the folder, but after saving it's empty (the maps…
talking with our programmers a lot, it usually is bad to throw tons of small textures as it increases access time. but it really depends on the engine and the platform the result is heading to. there is no rule of thumb. but most engines the larger the list of textures and objects you give them to access the worst. (on the…
scaling in substance painter is far worse than doin it in post. for one, if you do pre export all the masks also get scaled and previously set up materials now might have gaps, depending on the setup. but even on export overall it's just pretty steppy and looks like bad compression, even using mipmaps in unreal does look…