First and foremost a good portfolio is necessary, having the degree is bonus candy against other's. Ever thought of part-time work while at uni? I work part time at a small studio managing graphic's & development while i'm at my uni course. Long hours, shit pay, lots of stress but i now have my foot in the door. Networked…
It's about damn time I posted some new work, especially since I'm fairly stuck on a part of my animation. :( The second part of the animation where the character goes offscreen and tumbles back into the frame is still very rough. I've been having quite a bit of difficulty getting this tumble right. So I turn to you great…
For anyone running into the same issue that runs into this thread. The main problem was trying to export my object in polygroups to make UVing easier (turning off individual groups). As cryrid said, the model should be one polygroup before export. 1. Model with multiple parts that need to be combined to one part for UV…
So i looked these I still dont understand, in maya i use automatic mapping for the lightmap, I learnt to do it this way from tutorials and and it had worked well for everything else I have done so thats why I dont understand why its got the problem, ive tried taking the normal map off and it makes zero difference and same…
what minotaur said plus... add a main light to the scene using maxes RT lights casting a shadow... now use this to trace a cut round the main shapes splitting the mesh into two parts a directly lit part and a non directly lit part add a paint modifier and add a blueish m tone to multiply wherever the sun doesnt shine...…
[ QUOTE ] ...take a bunch of uvs and detach em and put em some place i had left on the map.(got that?) [/ QUOTE ] Nope. Can you be more specific? from those two pics, it looks like part of the arm has normal baked on and part of the arm doesn't. Assuming that is the forearm in the picture. from your description, it sounds…
Huh, you know you're right. Those parts do need more normal differences. It most certainly would look a lot better with more normal detail on that part anyhow. So I'll see what I can do on that end. At the moment I believe those parts are just basically rounded polys I extruded inwards. So I'm not too sure what I could do…
Thanks Campi for making it clear. I actually meant not something going across UDIMS . Roadside armco for example, where each repeating part along a road curve has its UV perfectly shifted from 0-1 to 1-2, 2-3 and so on. The way it wouldn't create gazillion unnecessary uv splits across armco body with side vertexes merged.…
Try this - * Unlock Normals on your meshes, to ensure a clean base. * Make a copy of your meshes. * Combine the separate parts. * Merge verts along the seams. * Set up the normals as you'd like them on the final mesh, using only Normal > Soften Edge and Normals > Harden Edge * Select the combined mesh followed by one part…
It'd be really great to see some kind of support for baking meshes with multiple parts without worrying about intersection errors. Of course the user could explode their bake, but that isn't great for baking AO and isn't as great for previewing. For xNormal I usually divide my meshes up into parts which don't intersect,…