note to self

vertex color in maya

started retopologising boss ship 3 and i actually figured out a way to see the vertex color data from zbrush in Maya, which should make the process a bit more friendly and eliminate the use of TopoGun altogether.

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spaceship 07 final low resolution model

ended up swapping to Maya halfway through retopologizing this model. sections started to get really close together, even having tried to eliminate such areas in the modeling stage i feel as though i have discovered this before, but the new Maya modeling toolkit is actually better than using TopoGun.

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spaceship 07 decimated

finished up the high resolution model sculpting and vertex colouring in zBrush, got the model decimated and have started laying out the final topology in topogun had some strange issues merging subtools in z… ended up reloading a save to find a piece disappearing and reappearing, sort of flickering as the camera would rotate.

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hey self

note to self: all hell breaks loose on title and map if the LevelComplete animator parameter is set to displayed i wonder why?

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