Well, the wiki page itself not but the reason the DXT compression is weighted towards red end blue is because of that I knew they are good for something.. didn't know for what exactly till now ;) Rick: I'm looking through the gta4 textures and I'm wondering how you generated the normal maps for the character clothes. It…
@BillyJackman The prop looks nice, it works. I have two suggestions; you decided to change some of it and that's fine but are you gonna try to add the drapes on each side? It adds some interest and imbalance to the concept art. Adapting your 3D to add the drapes shouldn't be a problem. Secondly, I'm not sure the wall tiles…
Hiya! I'm Kaveesha and I've been working as the rigger for this project. So far its been smooth sailing with getting the rig together with a base model, though this time I did try to add some extra joints to help with deformation for the muscles, its allowed for an easier time when skinning the model for sure! :)
I'm in the process of texturing a gun model, and I've used my material id map to separate all of the smart materials when originally baking the textures with ddo. However, I've realized that I want to make bolts (originally contained within the same material id color as the dark metal for the weapon) silver. Is there a way…
Hey man ! i have short time so ill be brief : * The folio feels a tad "empty" and you seem to focus on props when you say you also specialize in rigging and lighting in your artstation, at the moment you dont showcase any of that so i would refrain from publicizing stuff that you dont show work on. * There is a lack of…
Hi ! We made her speak :) It's all in French, at the moment I want to focus on my mother tongue cause that's where I feel the most natural and precise when I write, I'll keep the option to play the game in English and if so Mevenn simply won't say a word...yet (I guess. But I don't know if/when I might have the time to…
***UPDATE 14/12*** Alright, so since I've returned to working on my project today, I've found the re-importer works as it should, retaining all of your custom masks - that is, if you created them using the functionality built into the mask editor. If you painted your custom masks into the layer mask assigned to each…
If the vertex normals are split (making a hard edge on the low-poly), then you usually need to split the UVs too, and add empty UV space between the two islands. Bevels do not require UV splits, in general. There are exceptions, so ask them to explain the “why” behind their rules. Mirroring and duplication are explained a…
@Eric Chadwick Thank you for the feedback, I really appreciate it. :) I agree that the lighting still needs adjustment to better match the reference, and doing a proper side-by-side comparison is a great suggestion. I’ve been refining the lighting continuously, but that’s definitely something I can be more systematic about…