Hey, So I am having issues with UDK compressing my maps. I bring in a 2k map, but it is compressing it down to 1k and on top of which, everything looks extremely pixellated, super crappy quality. Anyone know why this is happening? Any help is appreciated! :) Thanks in advance!
These last two textures look great! My only complaint is the spec and normal on the wood makes it look very convincingly like polished wood -- but the depressions between the planks are way too defined and too deep. Somebody would lose a toe walking on that. :p
looking insane! though i do think that the hammer heads are too busy.... with the massive amount of details on the gantlets and the hammer, it feels too much... I do love the tiger heads on the top of the picture! so maybe just use these in one or two places...
Sub D doesn't matter. Animated sub D matters. Low poly doesn't matter. Animated low poly matters. If it smooths properly, who cares? Your example above shows three edges converging to one so normally you would merge the other two, but maybe there is a reason for the three. There is a guy here who does a low poly of his…
Hi all, I would like to know about DECALS use in environments. My goal is to use lots of grunge, rust, oil, snow decals on my environment. The reason why i want to do it like this is I am limited to adding rust and grunge to my main texture as it will be used alot for making several meshes and i dont want to run into a…
Here's my updated artwork for 2025 with improved lighting setup, materials and presentation. I will be posting comparisons between older versions and the latest version to demonstrate the value in revisting older work with an iterative approach to reformation and curation. Many times artists are recommended to abandon…
Interesting work so far! I'm looking forward to see this come together. The walkway looks a little narrow. It's too wide to be a single person catwalk, but also looks too narrow to allow for two patrols to pass each other comfortably.
Greetings everybody, I have some questions regarding to Arch & Design material (3ds max with mental ray) - the main issue is that render results appearing to be too glossy in comparison with what I see in texturing programs (mostly Substance Painter, though I have pretty similar case with 3D Coat). It seems like material…
I haven't played WOW in a long time but looking at screenshots from the area you mentioned here's what I'd change to make it fit better: 1. The terrain is generally too flat. WOW has a lot of rolling hills everywhere, I don't remember a lot of flat areas at all. 2. You ground textures are too saturated, but tbh I think…
I agree with gasokol. The size of this hall just doesn't match the impression I had from the original game. Comparing the already posted reference to your scene I see the following issues: The platform where the elevator is located is not high enough. In the ref it looks like the platform is supposed to be at least as high…