Hmmmm, definitely something to consider, for now I would only be working on existing hero-sets (IE things that the importer will munch on). I appreciate the perspective. I really enjoy using maya but I am sure I can cross-function to another software set if needed. For right now to build out my skills and speed of…
There's some work that needs to be done on the model to get this result. Because the surface isn't as smooth as it should be, you'll get a lot of bumps instead of a smooth gradient like the previous image. Plus your missing a lot of clean hard edges and straight lines. Don't be afraid to to break your model in several…
Hey, it's starting to get there! The face though is still in my opinion very masculine. I think it's because of the chin being too angular, the edges below the eyes being too sharp, and the eybrows arch too big. The neck can be narrower, and the lips with a more feminine shape. The anatomy is cool but maybe a bit too…
I agree with Noors, there is no 'easy' way to do this. There will be a lot of work just getting in there and adjusting things. I'd use a quad mesh that is sub-divided to generate the driving surface, you can then add road cambers, crown, various radius curves etc. It's quite easy to visualise and tweak. Mapping later is…
While I can't speak much to the script you are looking for and far be it from me to teach the poopmeister, I can say that I might approach this differently...? I would remove the faces of your branch cylinder so that you only have the two end-cap polygons, then border select them and use the bridge tool. From here you can…
I worked at a company that didn't do free snacks, drinks or bowling trips, they did give us nice fat quarterly bonus checks. When the layoffs happen, I appreciate the money more than the cheap pizza and soda parties. "What I think the upper management is trying to do is undo the somewhat toxic studio culture that is here…
For me, no matter how simple or complex the asset is i take pretty much the same approach to uv mapping: (in modo) 1. Select seam edges 2. Hit unwrap(auto unwrap etc) 3. Adjust seam selection to account for any major distortion or missed selections, sometimes this means breaking some chunks up a little more 4. Relax, a few…
Very nice! I think some of the things could have benefitted being seperate meshes in the high poly scupt, when it is done like this leads to soft edges where the clothes meet the skin, probably the biggest example is the neck ring. That being said it can take alot more work than is realistic with negligable improvment,…
I'm not sure but perhaps the GeForceFX supports OpenGL's shading language(GLSL). Perhaps you can try to change the xNormal's default graphics driver to OpenGL ( instead of DX9 ) and you'll get shadows... but perhaps it's a tool old card so GLSL could be not supported. In fact, my FX5200 does not suport it ... I'm not sure…
One thing I would love to know is, how did he get that fantastic turntable render from Mental Ray with his game model? I have Maya 2009 and would love to get something like that happening, but all of my game model renders in mental ray look weird- kind of out of focus with the detail blurred and softened like there's a…