Hey everyone! I’m joining this really late but I’m hoping to put in a lot of time on this contest piece! Here are the references I’m using. I was initially deciding between raven born and emerald lulu but I think I’ve decided on emerald lulu.
Wondered if anybody here could help me out with this. When I place the IPhysique.gup file in the plug-ins folder and try to load max it says it failed to initialize. The specified module cannot be found. Wondered if anybody else has had the same problem with this plug-in and how to fix it.
Left-drag in the viewport makes the camera move around. Is there a way to disable this somewhere in the settings? I'm using a tablet in UDK for mesh paint, or painting on a Landscape, and suddenly the view moves around. My initial clicks are often misinterpreted as "move" instead of "paint".
Is there a way i could set up my materials so that i can pack up my project folder, take it anywhere on any other computer, and open it and the textures would be located properly, even if the root directory is different or the drive initial is different?
so i managed to organize some uvs well my initial thought was if i use triplanar, then i don't need to think about the uv seams cause i thought it won't be visible haha.. thanks guys
@pior The purpose was to honestly initiate discussion on the matter. What do you think of the matter? Have you experienced issues in collaboration where some tooling or processes could help and do you maybe have ideas or insights on how to make things easier?
This is the last car I just rendered. It was initially a modem made for a mobile game but rendered this time into Toolbag 3. More on artstation : https://www.artstation.com/artwork/XByLOY Critics and advices are welcome. I hope you all the best for your projects.;)
Frankpolygon's UVs are nice but they are not undistorted. If you draw a straight line along the length of the slide it will have wobbles in the grooved areas. I imagine it took a few minutes of manual cleanup to achieve those results from the initial flattening
Well, by no means a finished concept. But hitting my self imposed timeline for the rough, initial version, thatll have to do for now. This will probably go through a number of iterations, but at least it should give some sort of indication and direction.
The proportions were off initially with the high poly. Resized/corrected it for this last render to better fit the actual helmet. The low poly is the proper proportion. I'll post some orthos with the reverence so you guys can see.