First of all I'm sorry for creating this thread again. I've read through all the previous threads on Polycount. The general consensus seems to be that the tool doesn't matter and the basic modeling techniques tend to be app-independent. Though having said that there are some tools which are objectively better for certain…
AI Programmer: LightBox Interactive is looking for talented programmers to join our burgeoning studio. As an AI programmer, youll be responsible for collaborating with the design team to produce the behavioral systems and tools that make our NPCs enjoyable opponents. Responsibilities include but are not limited to the…
Hi there ! I'm asking you guys on what would you do for a quite unusual challenge. Here is the deal : You are in front of the public with your laptop, and your screen is projected for everyone to see. You and your adversary sits at the same time for 20 to 30 minutes and are given a theme and a collection of images to work…
Pixar subds are one of the main reasons I updated. I like using edge weights/creasing/whatev and keeping my geometry simpler wherever possible, and use them a lot in silo too - though you can't transfer that info to another app and they are either on or off with no weight adjustments. Just tried an fbx transfer from modo…
Since we are talking about Mudbox bugs, does anyone else here encounter the following problem : Hi Guys, When I export things out of Mudbox 2014 my geometry gets slightly jaggy. I think what is going is that numbers of the vertex positions get rounded off to number with less decimals. This is causing noticeable artifacts.…
I only modeled out the high poly parts of the tank treads, wheels, and that was it. Thank you all for your crits. :) I believe I am going to start a new model(something like a science-fiction dropship-vehicle) and I will start with the high-resolution for the entire vehicle, and then transfer map the whole thing.. I have…
A few things come to mind that might be causing these errors. You may have these points covered, but just in case: Do you have any overlapping UV's on your low poly model? If so, move all but one of the overlapped uv shells out of the 0-1 uv space. Make sure your hi-poly normals are all facing outwards. I've had this…
Jep, you can break apart the meshes however you need, skinwrap only looks at a tiny section around each vert for weighting info to steal. You can have drastically different topology or even a small fraction of the original mesh and it will work fine. Other transfer methods work on the vert numbering and will assign weights…
hey Xeno mythic are leaps and bounds over GOA in some ways, but lacking in others. for example (and this is the strange thing) GOA customer service was, and still is percieved to be better. they had a wildcard system where a player could rectify a mistake like... rolling need instead of greed on an item, and using a…
Hello everyone, let me thank you in advance for taking the time to look over my post. I realize this must be a newbie question but I can't seem to make up my mind about one particular issue in my workflow. Here's how I go about creating a character (question at the bottom): I haven't included creating the UVs and painting…