Ah well that completely changes everything! :) If it's for illustration then you can pretty much do what you want. You don't need uvs for keyshot. Or you can just decimate each subtool(with keep uvs checked)and render externally. Or just shoot everything across to KS and it just works. Even surface noise that hasn't been…
Just wondering how u did with the tree thing? There's been a tutorial here where u take the normal direction from a sphere shell u add over the canopy of the tree in order to get the correct shading inside unreal engine. But i dunno if that's what ppl use these days. Since you cant use the 2 sided material, cus it creates…
So, I found a work around for the problem. it was the baking process in Maya, fixed it up and am currently working on the texture itself. heres what i got so far (still needs a bunch of work.) Still need to define the materials more, add some more wear and tear and the like. still a little ways to go. although, i feel like…
agreed. while i do know a handful who made the jump (after years of testing!), many just get stuck in QA for an eternity. IME, QA has always been separated locally and administratively from the game team. you do not learn anything there that relates to the job you're truly aiming for either, the only thing it could be…
Yes, it loses the UVs but it should not be a problem. Normally you rig the lower subdivision of the model. The geometry needs to be transferred to the original model. For that you save it as OBJ and import it when the lower subdivision is active in the original model. This will recover both the subdivisions and the UVs. Or…
Its not too clean for a new box. And Shipping environments aren't just billowing with dust, so if "a while" means "a day or so while being processed/waiting for a truck" then it won't have accumulated much of any dust. If you want it to be post-shipment, then dent up the edges and corners with minor wrinkling in the…
@ [HP] - I am new to this sub D modeling but I think it's looking good. Don't know if I need to round out more the bevels so it transfers well to the low poly. @jimsvanberg - Just letting you know that your art was awesome and that it inspired me to model this gun. @Andrew Mackie - Thanks. Looking forward to texturing but…
The reason why the vray and mental ray shaders are so complex, is because real world materials are complex. A material in the real world is actually just the result of light hitting a surface, getting information transfered into the photon and then shoots into your eye. Lighting and materials are some of the hardest part…
Assuming that you mean "skin weighting" as opposed to "creating a control rig" (which are two completely different things) : As. Early. As. Possible. For some reason many modelers seem to not want to do that because skin weighting is "less fun" than sculpting, but you will save yourself a TON of time and frustration by…
there are cases where you might not be able to directly see it, but yes if you modify your topology after the bake it will introduce shading issues. the tangentspace normalmaps have the tangentdata from your lowpoly stored inside and this data changes when you chop away or add loops. For LODS its rarely an issue unless…