About us: Tiny Talisman Games is a premium quality art and coding development studio. Founded in 2016, Tiny Talisman has risen from small to large in just two years. We are a high quality service, mainly serving indie devs but have some high end clients also. We cover all the corners of the art and code spectrum when it…
Howdy. I'd call myself a complete beginner at this point with learning 3dsmax. I really want to make assets, textures, foliage, etc. for video games at some point. I've been reading up on a lot of things concerning PBR mats and I can grasp the concept but I dont even know where to begin to make these specific maps.. I've…
Hello everyone! I'm currently working on a female character with the tiny amount of free time that I have and I've run into a small issue that I'm hoping someone can help me solve. As I rotate the model I notice some very strange grooves and bumps in my characters breasts that I can't seem to smooth out with the normal…
Company Description WayForward is an independent videogame developer based in Valencia, California. Over a quarter century we’ve become one of the biggest independent developers out there, and house some of the finest talent in the video game industry. We’ve built our reputation on solid gaming fundamentals,…
hello there, I'm working on a character that has some armor pieces. What I want to achieve is that the armor pieces go as tight to the model as possible but making them feel as rigid as possible, to resemble real armor. My model is being rigged in a "T" shape. Here is a WIP pic of how the armor looks:…
Short answer: Triangle Striping. Longer-ish answer: Invisible edges can flow any which way when models are exported/imported. It's up to the ex/importer and the application to define how they flow. If you triangulate, it doesn't give them the option to flip. Slightly more detail:…
@BIGTIMEMASTER Great advice, mate. I'm self-taught as well and in my early days I used to soak up the Gnomon dvds.....that came in the post.... :) (there was no youtube back then. No streaming or video tutorials online, and mostly a handful of written tutorials) Before those dvds I used to buy huge 3dsMax books at an…
I agree with @pior on this. Whilst I understand your enthusiasm for Zbrush(I love modeling using Zmodeler)but, when it comes down to the serious aspect of pushing out assets as quickly and cleanly as possible I will use whatever tool is best for the job: be it Zbrush and all the tools it offers, or my workhorse, 3dsMax.…
Assuming you're talking about texturing for a low poly object Zbrush isn't really the best option. It's got a couple of big limitations compared to some of its competitors - lack of layers, a need to subdivide a model for painting (which either distorts UVs or needs subdivided without smoothing turned on) and aninability…
Oh, so you have only RAM access in your project? My fault! :D Well, no problems as long the RAM is big enough to handle a decent number of things togheter! ^_^ Well, there are two main techniques. - Baking on texture The most used technique. Directly bake the AO in the diffuse map! You can do this via software (Render To…