I have looked for a while online and couldn't find an answer, I'm not even sure if it is possible. I am in maya 2011 and using the sculpt geometry tool on a very high poly vehicle. Is it possible for me to use the smooth setting but so it dosn't effect a specific edge (lets say the wheel arch for example, or something that…
i was playing pretend again yester.. eh night, pretending to work at a game dev during crunch time. Soo, instead of going to sleep, i took this character from concept to where it is now in about 8 hours. You guys will probably find 1000 things to crit, since I worked fast (by my standards) and sloppy. Just over 4000 polies…
i work fine with my laptop when i am not at home or in the office. a second or third monitor is not a problem. one might have to handle some apps with care, running complex unreal stuff alongside substance painter might be tricky, its rather one or the other, not both if i don't wanna run out of vram. But thats also an…
Your reel was missing your name at the start. It should be the first thing people see. I think there were FAR too many polygons in your LODs. For your third lod of 3k It really should have been under 1000. Thats the whole point of Lods, to really make a significant leap in model detail. That lod will be about 40 pixels…
This way: rcMenu rcMapSize Your error is because of this: setGridSpacing25/2 You can't set the name of a variable or any control this way. Instead use somehing else. For example setGridSpacing12_5.
Interesting because the benchmarks for the next step ups are from $400s (The ones I pasted in benchmark) to 1000's for intel and 700ish for AMD; So I can flex a bit on AMD but not so much on intel. I'd be surprised if the i9 falls under $1000, or if you can get hands on it easily when it does come out at first.. Probably…
Thanks for the quick Reply, For now the only way to see vertex world locations of a spline, is by checking it vertex by vertex. Which doesn't really work to get a clear overview of 1000 vertex points So i'm looking for something like this, red dots supposed to be vertex points. Something like curve editor only for splines.…
My workflow will be the following: * Building of Basemesh in Maya * Create (UVs) with Headous UV-Layout * Detailing in Zbrush (Creating of Normalmaps) * Painting of Textures with ZBrush * Rigging and Animation with Maya * Export for the Realtime-Engine. The Polycount for Model in XNA should be around 15.000 Triangles and…
I am not sure what you mean, but that limit sounds wrong to me. I can do volume rendering in sm3 just fine and sample the volume texture hundreds, if necessary 1000s of times. There is multiple limits around texture fetching, the most important for an artist is the amount of textures one can use within a pixel shader, that…
I have tried this zremesher and I must say I am very impressed. However, while it is good for mid low poly stuff it is not so good for lowpoly stuff by that I mean under 1000 polys. I still get a lot of diamonds and spiral loops even if guides and polypaint are used. Anyway, it is still better than to start from scratch…