We used to use c4d to develop mobile games but it is limited in its toolset, the toolset in c4d is really powerful but unfortunately misses basic things that we need as game developers eg. good vertex colour and alpha editing tools, good workflow with 2 uv maps etc etc. Our whole studio has moved across to maya and…
i really like the "concept" and geomtry of everything but you are knee deep in what i like to call the "lightmap resolution uncanny valley" i can see staircasing compression edge bleeding and god knows what kind of artifacts everywhere. lightmaps need to be either way more highres or way more low res and for small fiddely…
You should go up to the highest subdivision level and make sure everything is ok. Generally if you export the lowest level and change the UVs around, reimporting it should not produce any message at all; it'll just automatically update the mesh any everything else will be perfectly fine. The message only occurs when zbrush…
Current Progress: (Added sand texture!) Planning on doing the vertex painting/lerping trick to add non wavy sand & have some pebbles. Paintover: What I'd like to do to the sand texture. Have a pressed sand area where somebody (or many people) would've walked. And stones around the campfire. Had a hard time coming up with a…
This is my High Res sculpt of some warn down/weathered bricks for what would be an (Aztec/Mayan) temple. I am testing a new workflow. And if you are wonder there are 61 bricks that I hand sculpted haha yah I went a little crazy on the number but it should tile pretty nicely with not a lot of repeating. Not to mention when…
actually it paints per polygon and not per pixel. if the density of your polygons is lower than the density of pixels on your uvw map, then that's why it will come out pixelated. for example, if you're only subdivided to say 400,000 polygons, your polygon density might be 1 vertex per 8 surrounding pixels at 2048*2048…
is this what youre using to sculpt? if so make sure your polys are evenly distributed so you can have even topology to sculpt. no long polys like you have now. if this is your game model then youre wasting a lot of polys by having ones in the middle like that, be sure to only use polys that you need for your silhouette, if…
I had the same problem, everyone i asked just told me thats the way it is and to use Nex :/ seems to be a recuring theme with mayas modelling tools. from what i could see the bridge tool creates bad geometry, it doesnt detect existing edges and simply creats new ones on top of them, since it uses the same vertes you cant…
Honestly I haven't found a great way to do this in any app. It seems virtually all programs bake some of the vertex lighting in with the AO when using only a lowpoly mesh, or some other weird artifacts. So one thing I do when using the low AO tool in xnormal is, I sub-divide my mesh a couple times(without smoothing,…
I think the tool you're looking for is the Unitize tool. Someone correct me if I'm wrong, but this tool is terribly inefficient due to each polygon face being its own shell, thus causing your vertex count to skyrocket. If it's for the purposes of getting a tiling texture to show up on a ground plane, you're better off just…