Well, the time has come. I am graduating in 6 months...And I am ready to start working on some projects that will really show off everything I've learned in the past 2 years...For better or worse.. Goal: Come up with 2 completely awesome characters. I will start with concepts, and work my way all the way through to rigging…
Since my last thread, i been working on a texture for a model that isn't mine and i try sculpting and high poly the model and transfer the normal and ambient occlusion is a lead to fail attempts so i give up on the high poly so i asking is, there any good tips or tutorials that will help me get the normal map and ambient…
We are looking for 1 experienced character animator / rigger who can join almost immediately on an existing project and help us complete it. There is already an animator on the project who you will work with, and they will help transfer all the knowledge required for what has been completed and what is left to be done.…
It doesn't even give me the option for it. But I need envelope/cage that I made in Maya (From the transfer maps menu) for baking in xnormal with my batch script. I've checked manually in xnormal's viewport, it doesn't include the cage when I export the low poly, and it doesn't read the envelope mesh as a cage when I export…
So... for my final year project at university I created a rendered short movie. Now I'd like to show it around. The problem with that is that it'll break the transfer limit of my website if more than a few people want to download it. Is there any place where I could upload it so that everyone can watch it/download it? I am…
might be worth asking around the daz forums. Authors there upload clothing and it conforms with blendshapes. for some models they offer specific fixes but it looks like for the most part blendshapes work across the board and somehow get transferred to new models programmatically. i doubt its an easy solution - the whole…
ok so here is what you do. you don't need UV map or anything, simply polypaint your sculpt, append the low poly as a subtool and project the polypaint onto it. you just have to subdivide the low poly so it has enough polygons for the paint. to do this and maintain its shape, you just deselect "smooth" when subdividing, so…
A good hybrid for a shell like that, between distortion vs straightened, is Max's powerful peel mode. Set Peel mode to Auto-pin moved verts. Then you can use it to massage the shell using an automatic soft selection effect. Then you can use the align horizontal/vertical(set these to hotkeys to massively speed things up) to…
bounchfx: Thanks very much! Hopefully I don't disappoint. :D Torch: Thanks man. I'm not doing anything out of the ordinary with the textures. I transfer/bake and paint them all at double the resolution I intend for them to be. Then I resize, run the smart sharpen filter over them in Photoshop (obviously this needs to be…
We transfered from Rogers to teksavvy.. So they didn't have to come to our house to do anything, They just shipped out our modem (which we bought from them), then plugged it in the day rogers service ened and tek savvy was to begin. No issues. Except, last week. For some reason rogers decided to come to our house and cut…