Hail Polycounters! I am a 3d artist, mainly specialized in modeling and texturing props and environmets. Every now and then, though, I have to model some low-poly character... and the same old questions arise again... What's the best flow for the edgeloops on the chest and shoulders area? Is there any, instructional…
Just curious if anyone has come across this problem? Adjusted levels so the lines can be more seen... Happens with both scanline and MR. I've tried applying a 0% opacity to my low poly mesh, tried hiding the faces... No fix yet...
It looks like some of the vertices aren't merged together. If you extruded some of that shape then the vertices usually aren't attached at that edge in my experience.
Hey, I'm new to Ddo, I'm used to Mudbox where I just paint over to hide the seam of the UV cut. But in Ddo I don't understand how to do that since it works differently. I read on this forum that there was a Seam Terminator to blur it out or something but I can't find it. thanks
we don't need to bake an object-specific normal map? If you don't have any shading/details to transfer (e.g. no high-poly) it's pointless. But if we put normal decals on our object while texturing, and exporting that would definitely work, right? Sure, that works. However if you are already going for a unique normal map…
I wanted to share something I came across while looking at models and textures from Borderlands 2. There is a 3D model called WreckedVan that is used all over the game. It comes with a 2048 diffuse map and a second packed mask texture. The size might seem large for 2012 but given that it was standard practice to give…