Perhaps the wires are a bit over kill but some people like to see how clean people model. Wasn't quite sure how I felt about them yet so I hadn't decided on the finals quite yet. Still a lot of work to clean up the old stuff to bring it inline with the newer layouts. Well the hp renders at least. The ingame stuff will be…
You can do an edit poly over top and then drop it under the skin modifier. You should also look into skin utilities. Forget get what panel they are under but you can extract the skin data to a mesh and the important that data back. As long as the verts match up the skin data will transfer exactly ( the same number of verts…
This looks like not using an averaged projection, which you need to do if your vertex normal have hard edges. For xNormal use a cage it will fix what is going on. In Maya I forget which option is the right one, but in the transfer maps dialog select advanced, and switch between the "Match Using Options" and see what works.…
a qucik workaround is to autogenerate UVs for the high poly and bake AO to a texture. then apply AO to an unlit shader (like surface shader) and then make a diffuse bake from highpoly to lowpoly. (older maya version like <=7.0) if you got maya 8.5 (maybe 8.0 :S) you can directly bake a highpoly AO to a lowpoly UV space…
I can draw quite well with pencil (won a few awards for hyperrealism), but it seems like I have to completely relearn everything I know when I draw with a tablet. There's so many little tricks built into the muscular memory of my hand that I can't seem to transfer over to a tablet. >_< Having a plethora of brushes, layers,…
i dont know if he is using lightmaps "The technique does not involve spherical harmonics, ambient occlusion, image-based lighting (including reflection mapping), or pre-computed radiance transfer" here is more technical info on the process, the guy that is doing it wrote some of the gpu gems2 book. it sounds pretty cheap…
I think you're missing the point. I like the blood and gore, but it becomes too over the top if you just stab someone and 5 gallons of blood come out. edit: I've already pre-ordered my copy for the 360 but now that I have my new PC with a kick ass gaming card I wish I could transfer that saved data of DAO to the PC version…
Hey Toast, we're already working in one maya cm = one unit in game. But as for unrealistic colours there's no way to avoid this we're doing a stylized game with bright colours everywhere. I've found you can turn the irradiance colour to black on a per shader basis but that makes the material darker so it's not really doing…
The way I would approach the chain would be to build the links in HP and transfer the normals to a flat plane of geometry and use an alpha. Do you p[lan on bringing it into the Unreal engine? If you want it double sided then I would thicken it a bit with a shell modifier. Considering those chains may not be seen to well I…
Are you using a concept? The back looks kind of flat IMO. just a heads up, if you screw with the vertex numbers (add/remove them)- youre model wont be able to be exported to zbrush with the high poly selected (im thinking what yuour going to do is 1)have highpoly in zb (not uvmapped) -> take it into max to uvmap the low…