[FONT="]Primary Duties and Responsibilities[/FONT][FONT="][/FONT] · [FONT="]Programmer in all relevant technical languages (C/C++); [/FONT] · [FONT="]Analyze existing 3D functions in the engine and adapt them so they are compatible with current conventions;[/FONT] · [FONT="]Support 3D functions and…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
(Big version) As I mentioned before, in the past a lot of my personal 'for fun' work has been dioramas or prop collections. My goal with OWHQ has been to produce a shippable, professional, functioning environment, with the emphasis on looks first (I'm an artist after all) but design a close second. For lack of a cooler…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
Topology is still important and best practices should be used when appropriate but it's important to remember that it's still part of a larger process. Simplifying topology layouts into good Vs bad, based on arbitrary technical elements like quads and triangles, can be useful for learning the basic concepts of modeling but…
There are indeed many ways to remap/modify this kind of default behavior, but it does require a little bit of advanced know-how with the input editor. This is probably best kept for a little later, ie for a time when you are even more familiar with the program. That being said : the XYZ manipulator can be (and in my…
Create your mesh, Duplicate it - I used "MyMesh" and "DeformedMesh" Select all the he edges of MyMesh and run Edge To Spline command. That will make a spline object of you edges. Now in the Character menu choose Conversion | Convert Spline to Joints. This gives you a load of joints in a hierarchy, select them all and in…