I am a little late but I will post this none the less for whoever views this thread later. You can create a tool to copy transform values from one object to another rather simply. Go into the script editor and under MEL paste this code: string $selCtrl[] = `ls -sl`; //Get values from Source… float $srcTX = `getAttr…
Normalizing a normal map doesn't change it's tangents. You can use handplane and generate a normal map for each target engine, these videos should help http://www.youtube.com/user/handplane3d/videos For specular Gloss controls how big or how small and tight the highlights are, a chrome ball would have a small tight…
@TomGT Thank you for the suggestion. Agreed that it was too bright, I'll do something about it. I'm so glad that i could nailed her likeness. :) @Alemja Ah, yes, her legs, i see it. I was sleepy at the time i posted the presentation shot, and i didn't realize my mistakes. Definitely will have to check them out. Thank you…
Indeed, I personally would go with much lower res lightmaps and higher settings. In your scene I would do this: - Set everything to vertex baked. - Do a bake and see how the assets look. - Good looking models I leave to vertex, bad ones I use lightmaps for( i never really go back to add more vertices, too tedious, but I do…
Really quick paint over of a few areas. I think your main issues is all the cylinders and bevels. No matter how much you save on the main "body" they are always going to be munching the poly count. Do you have a target your aiming for? I'm sure if you removed even a few of the divisions in some of the cylinders you'd see a…
I didn't mean offend people in the industry who work for AAA companies I am more trying to target those who are making there first game, As I see a lot of people trying to replicate AAA studios and in my opinion that is a fault majority of new comers have and they wonder why they don't succeed or well just don't…
You can lower polycounts by hand optimizing the model. Merge verts, delect unnecssary edges, etc. The design isn't cohesive. You needed to spend more time concepting it. Things like you saying "It was too late to change the shoulder stock, so I tried making it a forearm stock" says to me you're not spending enough time…
Its actually very similar to games workflow nowadays, just more specific roles, more specialized people and the end product has different use. In your case somebody would model that head in a neutral pose in fairly high detail. After that they would remodel with proper topology (for animation) do couple sets of UVs,…
Hello and thank You guys! I think I can finally show the direction I'm going: It's just some overpainted dynamesh mess at the moment, but now that I have some kind of visual target I can finally start working on the real model. A few things to keep in mind for myself: My beast should not look like a predator. It's a…
After trying quite a few things, I think I have found the solution. I'll detail it here for anyone who comes across this with the same issue I was having. The centre part is set up to have it's pivot in it's centre. This is so it is at a tangent to the path at all times. These are then constrained using a path constraint.…