It looks to me like in that first example, the low poly's UVs or faces are unwelded. Or you accidentally used an auto unwrap. Also, looking a the 2nd example, it seems your cage is still incorrect. You're not getting enough distance. Try increasing the cage distance from the base mesh so there's no clipping at all. Also,…
I figured I would show a few pics of my current setup. I have a sort of scaffolding made out of PVC pipe, which I can quickly clamp on my lights and there are 2 crossbars on the top where I mount the camera and another light. Right now the setup is 3ft cubed, but I can just cut longer PVC to be able to capture larger…
Thanks for all the comments! Yeeeahh I thought the right side menu would be confusing for some people at first, maybe i can find a way to make it more obvious, or more confusing even. Pior, I thought at some point to have the renders there in large but it seemed it would make the pages too heavy to load (?), as it is…
@Grubber thanks for the feedback! @nexussim thanks for the feedback, i was trying to think of different materials to have some material variation but yea plastic defiantly doesn’t makes sense, ill try come up with another material type:) @Fabi_G thanks for the feedback thats super useful! I struggled matching the…
Hi, Would love to try your script but having trouble installing it. I used to use an older perp to ortho script called "views" until 2018 didnt allow it to work again. I'm just confused by your ////comments/// and <br> not sure what the exact script needs to be. Maya MEL keeps telling me bad syntax. any chance of sending…
some character outfit ideas with hostile mobs for current uni group work. For the outfits I wanted to keep to the 60's time period that we had agreed on. the top one is for the protagonist's Uncle, however due to their character I need to make the final outfit more scruffy. The second image is for the protagonist, I tried…
Hi ty for response, Stoned I am now lol oO I forgot about the part where u have to make ur mesh full evenly spread quads before exporting to Zbrush. Yes you are right Cryrid I have to put down my theory into practise :) eventually. My intention is to make environments Modular style so kinda worried in terms of grid…
Thank you so much for your answers! I went through them and checked once I got home. Sadly haven't gotten it to work again. Looks like I will have to redo the posing in maya. @thomasp I checked, and I even tried to re-weld them. Didn't seem to change anything. When trying to move them, they were connected already in Maya…
from my experience: stick with meters, setup everything for 1 meter or 50 cm tiles. (and mutlipliers of that). good starting point is 512 by 512 for 1 meter², depending on what platforms/scale you are planning for you can obviously go higher (or lower) from there on. personally I think its easier to work with meters in max…
i could agree to unreal beeing more artist friendly, but not recommending Unity because a lot of the games done with it are not AAA titles? There are plenty of great and fun games done with unity, not just ripoffs as you claim. How much did you use Unreal 4 in production? From my experience it is not anywhere near as final…